[SOLVED] [1.6.2] Recompiling Error
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Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/). It asks you to not post a reply to a thread with your own question in rule #2. Unfortunately I do not have any experience trying to run Java MC on an android device. Someone may have experience with it and be able to help, but I'm guessing that it's not officially supported, and your mileage may vary.
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I moved your post into its own topic (due to Rule #2 in the FAQ). Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/) as directed at the top of the support forum, and post logs as described there using a site like https://mclo.gs or similar, and post the link here.
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By MittensMcMuffin · Posted
I'm having a similar problem. Optifine won't let me start the game and when i install Rubidium + Oculus, it tells me Flywheel requires Sodium 0.6.0. and that my current version of Sodium is 0.5.3 I don't have Flywheel or Sodium in my mods folder, I play on Forge and Sodium is for Fabric and Sodium 0.6.0 doesn't exist for Minecraft 1.20.1 -
I have spent all morning trying to get stencils to work, and I can't seem to get any sort of response from the game? I have a basic transparent and white texture I want the shape of the cutout to be and then a texture that should be cut out, yet the texture draws fully no matter what I do. There was one old post that did it, however using his code I have had zero luck. This is my code so far, however its changed so many times... Please help me! poseStack.pushPose(); // Set up shader and blending RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); // Enable stencil test GL11.glEnable(GL11.GL_STENCIL_TEST); GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT); // Draw portal shape to stencil buffer RenderSystem.stencilFunc(GL11.GL_ALWAYS, 1, 0xFF); RenderSystem.stencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE); RenderSystem.stencilMask(0xFF); RenderSystem.colorMask(false, false, false, false); RenderSystem.depthMask(false); guiGraphics.blit(maskTest,10,10,7,7,7,7); // Now draw portal texture through the stencil RenderSystem.stencilFunc(GL11.GL_EQUAL, 1, 0xFF); RenderSystem.stencilMask(0x00); RenderSystem.colorMask(true, true, true, true); RenderSystem.depthMask(true); guiGraphics.fill(0,0,30,30,Color.YELLOW.getRGB()); GL11.glDisable(GL11.GL_STENCIL_TEST); RenderSystem.disableBlend();
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{ "parent": "wuntare:block/box" } This is a item model script, and it have not a model, idk. Then block is there, the model is there. But in hand is block with missing-texture and default block model, not custom. version: 1.21.5 forge: 55.0.21
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