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thunderous_peanuts

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  1. After some more debugging it seems that the problem is coming from the RenderGlobal class (specifically lines 636 - 641). The frustrum checking does not even happen, since the entity is not in any of the rendered chunks, and therefore completely ignored. Yes, even if I am not riding the vehicle it becomes invisible at certain camera angles. This also happens along the y-axis. The RenderGlobal class seems to also split up rendering into "vertical chunks" (line 639). This behavior can also be seen when spawning a giant. When not looking at its feet, he disappears. One temporary "solution" would be to render all vehicles from worldObj.loadedEntityList in the RenderWorldLastEvent. I would still rather find a real solution, since this method completely bypasses Minecraft's entity rendering code and will probably cause some unexpected problems later.
  2. To clarify, here's a crude mspaint drawing of the problem. In this scenario, the vehicle is invisible since it is still technically in Chunk 1.
  3. Hello, I have been trying to create a large entity that the player can drive around in. This entity is relatively large (longer than 6 blocks). However, if the player drives across chunks, the vehicle will momentarily stop rendering. I believe this is caused by the previous chunk no longer rendering, since the player no longer sees it. I tried setting ignoreFrustumCheck = true; and overriding public boolean shouldRender(EntityRollingStock livingEntity, ICamera camera, double camX, double camY, double camZ) { return true; } in the render class, both with no success. Is there any way to force an entity to render, even if the chunk is not being rendered? I would appreciate any help! Thanks EDIT: I am using version 1.12.2-14.23.1.2555

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