GeForceLegend
GeForceLegend
> for now i would suggest using animations to scale elements instead Just found subgroups look do not support scales without animation, so animations is the better way for sure....
The `sizeAdd` property for elements works similar (but not all same) to the scale, I'm not sure if `scale` of root groups can be placed here.  And for deleting...
> that is intended afaik. atlasSize is only set when the block atlas is bound so only entities that have their texture on the block atlas have it set >...
~~I'm afraid that **All** entites that have their standalone texture but not using block atlas, excepting block entites, have this issue. Tested just now with Optifine 1.20.1 I6 Pre6, not...
All block entites' atlasSize working well, including the latest decorated_pot (128 * 64) and hanging_sign (256 * 256). That's why I'm guessing there is something wrong with entities' atlasSize, but...
> Can you please provide the shader used to reproduce this issue? This affects almost all shaders simply using texture sample's alpha channel to discard the invisible top face of...
Noticed that when this bug happens, the invisible top part of boat is rendered directly after painting. Maybe Optifine does not set a texture, but using the prev draw call...
Is this bug difficult to fix, or it just get forgeted since few developers trying using shadowcomp as compute shaders?
Looks like the blending is still not correct with `Ocean > Water Ripples` off? Is this the correct setting I should disable? 
I almost disabled everything excepts ocean physics but still cannot get correct blend. The ocean draw is directly called after last deferred shader, and between these 2 draw calls there...