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[1.14.4] Optifine Shaders interference


geekles
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I currently developed a mod that drops the gamma levels of the world and modifies the fog levels dynamically based off of several factors occurring in the world. I recently discovered however that when a shader is installed, the gamma levels and fog levels that my mod modifies are overridden by the shaderpacks. This is understandably so, however it would be nice to know if there's a way I could implement compatibility with shader packs instead of potentially having to disable the option completely. I suppose what I am asking, is there an event that Optifine passes when a shader loads so I can ensure the setting my mod plays with are not overridden, or do I need to create a schedular that constantly ensures the gamma levels are where they should be at (obviously a bit overkill but a possibility)?

 

Edited by geekles
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15 hours ago, geekles said:

I suppose what I am asking, is there an event that Optifine passes when a shader loads so I can ensure the setting my mod plays with are not overridden, or do I need to create a schedular that constantly ensures the gamma levels are where they should be at (obviously a bit overkill but a possibility)?

There is not likely to be an event but the problem I think is shaders take over several parts of the rendering process such as lighting and they might not respect vanilla components.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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16 hours ago, Animefan8888 said:

There is not likely to be an event but the problem I think is shaders take over several parts of the rendering process such as lighting and they might not respect vanilla components.

I suspect with reflection I can override some of the basic values, e.g. gamma and fog levels. However, I am still unclear on where these fields exist. 

Edited by geekles
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  • 2 weeks later...

We know virtually nothing about Optifine here as it is a closed-source mod, you'd be better off asking in Optifine's Discord I think

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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I did a bit more testing and found Optifine's Shaders does nothing to the actual gamma value in the gameSettings (which makes sense). However, the brightness is definitely being altered somehow and knowing how gamma is being used to determine how light darkness actually is would be a start. I'm thinking maybe LightTexture#updateLightmap(float) method may be in charge of this, but I'm not sure and I'm not sure yet how to override such a method for debugging purposes. It is also likely a waste of time to do so since it is very likely such a method is being replaced by Optifine's own way of handling lighting in the world. Optifine also uses a LightMap class which has methods that seem to replace the pre-existing vanilla lighting mechanics, but that could take time to properly debug/override as well. I suppose I could create my own, call it after optifine calls its own, but not knowing when this method is called could be an issue for now. Perhaps I'm overthinking all of this? 

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