elytra / mirage Goto Github PK
View Code? Open in Web Editor NEWNeat rendering tricks with an API. Based on Albedo by Elucent. Maintained by unascribed and Falkreon.
License: MIT License
Neat rendering tricks with an API. Based on Albedo by Elucent. Maintained by unascribed and Falkreon.
License: MIT License
After I created the block and tile entity for my mod, I turned on the luminosity in different colors using this library. Unfortunately, for some reason, if you close the light source with solid blocks on all sides, it still shines brightly through the blocks. I thought for a long time, but never came up with how to solve this problem. I will be glad to help.
If this error cannot be fixed, nobody needs the library at all. This is a serious graphic error, I believe.
I am using minecraft version 1.12.2
Since you check for null in LightManager#addLight anyway.
It uses Notch names and transforms some pretty insane things right now and it's painful.
Forge 14.21.1.2443. Looking at the code I think the SRG name for "renderBlockLayer" is incorrect - should be "func_174977_a". But what do I know - it could be my caffeine haze. Note that the code I wrote works on 1.11.2 FWIW.
With Elucent picking back up the original Albedo, this fork being called Albedo is now confusing, and with the prefork Albedo being released on Curse, postfork will never be found or used if the name is kept as-is.
Especially considering that I plan to add new features and make breaking API changes, it's best to get it out of the way now by changing the package name and just generally ruining everything. We'll need compatibility with prefork Albedo, though. Not sure of the best way to go about this.
Already renamed the repo, but the code still needs to get refactored and the README rewritten. And we need a new logo.
(posted this on the Albedo github before I knew this was the updated version, whoops! seems the bug is still the same though.)
When using the hardcore darkness mod and Mirage, if you use a potion of Night vision, instead of being lit up normally, dark areas are lit up in a yellowish tint.
Screenshot of the issue:
https://i.imgur.com/36Pd7kD.png
EDIT: for some reason this only occurs in dark areas underground and underwater, it does not happen above ground at night, from my testing.
Thank you!
Granted, my code for it is a hack, but Albedo does break it. Probably related to enableLighting().
Works with enableLight=false.
Version: 2.0, mc 1.12
What's the point in colored lights if there are no colored lights? Seems terrible add some glowstone and torches that are colored via dyes so we can see some colored lights
I'm unaware of this is even possible or not, I am just a lowly artist.
The suggestion:
Resourcepacks having the ability to change the colours of the default game's lights. (Or mod's, depends on how the feature is implemented, if even at all.)
Minecraft just closes on Intel cards.
As of the ASM transformer rewrite, the item rendering hook was removed. An improved hook should be added back in.
This would allow mods to support lights for tiles and entities without having to have direct access to the tile/entity class code. Useful for add-ons and wrappers.
Quick question, would this mod also be compatible with other mods that have colored lights such as Project Red? I'm a big fan of Project Red and would love to have the colored lights emit their colors. I've tried looking around for answers and I've come up dry. Sorry for opening an issue for a question, just couldn't find a good way to ask this otherwise.
I encounter rendering inconsistencies, here's a video, and the snippet of my code used to do the animation.
Can you help me, is it a misconception on my side or a true rendering issue ?
http://i.imgur.com/JOwBRRM.gifv
private Float currentRadius = 1f;
private Float currentIterator = 0f;
private final Float getRadius(){
if(this.currentIterator >= Math.PI*2) this.currentIterator = 0f;
this.currentIterator += (float) Math.PI/1000;
this.currentRadius = (float) Math.cos(Math.sin(this.currentIterator/5)*this.currentIterator)*5;
return this.currentRadius;
}
@Optional.Method(modid="albedo")
@Override
public Light provideLight() {
return Light.builder()
.pos(
this.pos.getX() +0.5,
this.pos.getY() +0.5,
this.pos.getZ() +0.5
)
.color(0.2f,0.2f,0.2f)
.radius(this.getRadius())
.build();
}
Version: 2.0 for mc 1.12
Images: http://imgur.com/a/pklr3
I am using my laptop with optifine so I can attempt shaders. It appears the mod doesn't work yet.
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