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``` java.lang.IllegalStateException: Tried to use a destroyed GlResource at net.coderbot.iris.gl.GlResource.assertValid(GlResource.java:21) at net.coderbot.iris.gl.GlResource.getGlId(GlResource.java:26) at net.coderbot.iris.gl.framebuffer.GlFramebuffer.destroyInternal(GlFramebuffer.java:97) at net.coderbot.iris.gl.GlResource.destroy(GlResource.java:13) at net.coderbot.iris.rendertarget.RenderTargets.destroyFramebuffer(RenderTargets.java:339) at net.coderbot.iris.postprocess.CompositeRenderer.recalculateSizes(CompositeRenderer.java:197) at net.coderbot.iris.pipeline.newshader.NewWorldRenderingPipeline.beginLevelRendering(NewWorldRenderingPipeline.java:943) at net.minecraft.class_761.handler$cfg000$iris$beginLevelRender(class_761.java:9016) at net.minecraft.class_761.method_22710(class_761.java:1234) at net.minecraft.class_757.method_3188(class_757.java:1110) at net.minecraft.class_757.method_3192(class_757.java:880)...

At a quick glance it almost looks like this is some sort of subchunk being culled... Are the disappearing boxes aligned on a chunk boundary? Otherwise, is it correlated to...

Create through Flywheel uses a highly-optimized rendering engine normally, but when Iris is enabled it has to use a slower fallback because this optimized rendering engine is not currently compatible...

It should be pretty straightforward to calculate motion vectors for arbitrary entities and other content if we make the assumption that a given entity renderer will generate its geometry in...

Just a note - while we haven't yet put any work into adding such a screen, the underlying issue with HD 4000 & HD 2500 has been worked around in...

This could also have an option to allow a separate "display name" as well supporting formatting and color codes. Some shader pack authors have resorted to including Minecraft color codes...

Ah, that is interesting. I don't know why it's done but it would probably be good to maintain consistency. In that case, we'd end up with this: ``` #define MC_VANILLA_GLOWING_EFFECT...

While this is already sort of addressed by Resolution Control, I'd like a feature like this in Iris itself since it is very useful when using shaders even on high...

I would just like to say that I am still aware of this, but I haven't had any time to get around to implementing any of it. I think Iris...

ResolutionControl would be a good place to look as far as how a render quality feature would be implemented, though one source of complexity is that in OptiFine the resolution...