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Posted

I got some ugly crash on world load I wasn't able to say why:

 

log:

 

http://pastebin.com/QzsgULS9

 

The method it seems to get problems:

 

private void renderWorld(final float partialTicks, final long finishTimeNano)
    {
        GlStateManager.enableCull();
        this.profiler.endStartSection("culling");
        @NotNull final Frustum frustum = new Frustum();
        final Entity entity = this.mc.getRenderViewEntity();

        final double x = playerPositionOffset.xCoord;
        final double y = playerPositionOffset.yCoord;
        final double z = playerPositionOffset.zCoord;
        frustum.setPosition(x, y, z);

        GlStateManager.shadeModel(GL11.GL_SMOOTH);

        this.profiler.endStartSection("prepareterrain");
        this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
        RenderHelper.disableStandardItemLighting();

        this.profiler.endStartSection("terrain_setup");
        setupTerrain(entity, partialTicks, frustum, this.frameCount, isInsideWorld(x, y, z));
        this.frameCount++;

        this.profiler.endStartSection("updatechunks");
        updateChunks(finishTimeNano / 2);

        this.profiler.endStartSection("terrain");
        GlStateManager.matrixMode(GL11.GL_MODELVIEW);
        GlStateManager.pushMatrix();
        GlStateManager.enableBlend();
        GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
        renderBlockLayer(BlockRenderLayer.SOLID, (double)partialTicks, PASS, entity);
        renderBlockLayer(BlockRenderLayer.CUTOUT_MIPPED, (double)partialTicks, PASS, entity);
        this.mc.getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).setBlurMipmap(false, false);
        renderBlockLayer(BlockRenderLayer.CUTOUT, (double)partialTicks, PASS, entity);
        this.mc.getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).restoreLastBlurMipmap();
        GlStateManager.disableBlend();
        GlStateManager.shadeModel(GL11.GL_FLAT);
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
        GlStateManager.matrixMode(GL11.GL_MODELVIEW);
        GlStateManager.popMatrix();

        GlStateManager.pushMatrix();
        this.profiler.endStartSection("entities");
        RenderHelper.enableStandardItemLighting();
        GlStateManager.enableBlend();
        GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
        renderEntities(entity, frustum, partialTicks);
        GlStateManager.disableBlend();
        RenderHelper.disableStandardItemLighting();
        disableLightmap();
        GlStateManager.matrixMode(GL11.GL_MODELVIEW);
        GlStateManager.popMatrix();

        GlStateManager.enableCull();
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
        this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
        GlStateManager.shadeModel(GL11.GL_SMOOTH);

        GlStateManager.depthMask(false);
        GlStateManager.pushMatrix();
        this.profiler.endStartSection("translucent");
        GlStateManager.enableBlend();
        GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
        renderBlockLayer(BlockRenderLayer.TRANSLUCENT, (double)partialTicks, PASS, entity);
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
        GlStateManager.depthMask(true);

        GlStateManager.shadeModel(GL11.GL_FLAT);
        GlStateManager.enableCull();
    }

 

class:

https://github.com/Minecolonies/minecolonies/blob/feature/%2357-Update-to-1.10.2/src/main/java/com/schematica/client/renderer/RenderSchematic.java

Posted

It's pretty much the first much the first thing happening in the code:

 

    public static final RenderSchematic INSTANCE = new RenderSchematic(Minecraft.getMinecraft());

 

What I forgot to mention is that the mod normally works great, just for some of our users it doesn.t

Posted

How is that even remotely close to an answer to my question?

- Depends on the interpretation: If you wanted to know if other mods are installed then: No

But if you wanted to know if the original mod crashes there as well then I answered the question correctly.

Posted

You crash log lists several core mods. Core mods often don't play nice with Forge.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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