![]() It doesn't seem to be the gl texture id so who knows. Register the texture you want, idk what that 0 does. I guess you can colour textures as you render them if you need? tShaderColor( _red, _green, _blue, _alpha) This tells minecraft you want to use a shader that draws textures, idk what the difference between this and other methods in GameRenderer are but this works tShader(GameRenderer::getPositionTexShader) The system I managed to use I think worked like this: The debug screen is called DebugScreenOverlay and is not itself a screen rather than a GuiComponent (I'm still figuring out the functional difference). OpenGlVendor: Intel Open Source Technology Center OpenGlRenderer: Mesa DRI Intel(R) HD Graphics (BYT) Shaders: Builder's QOL Shaders V2.7.0.zip ![]() Is Modded: Definitely Client brand changed to 'fml,forge'ĬPU: 2x Intel(R) Celeron(R) CPU J1800 2.41GHz ![]() VBOs are available because OpenGL 1.5 is supported. Shaders are available because OpenGL 2.1 is supported. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. OpenGL: Mesa DRI Intel(R) HD Graphics (BYT) GL version 3.0 Mesa 21.2.6, Intel Open Source Technology Center ![]() Type 'net/minecraft/client/renderer/WorldRenderer' (current frame, stack) is not assignable to 'net/minecraft/util/EnumWorldBlockLayer' Net/minecraft/client/renderer/chunk/RenderChunk.func_178581_b(FFFLnet/minecraft/client/renderer/chunk/ChunkCompileTaskGenerator )V invokestatic Minecraft work normally with better foliage, but when i try to active a shader pack my minecraft crashes, help me plsīetterFoliageLoader (Better-Foliage-Mod-1.8.9.jar)Ĭontact their authors BEFORE contacting forge ![]()
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