You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
In vanilla the wings will be rendered correctly in sodium fail on the read of faces
Method use in vertex to detect faces: int face = gl_VertexID / 4 % 6;
Vanilla faces i identify:
#define BOTTOM_FACE 0
#define TOP_FACE 1
#define RIGHT_FACE 2
#define NORTH_FACE 3
#define LEFT_FACE 4
#define SOUTH_FACE 5
I want to note that this is an issue with the entity data provided by sodium to the resource pack's core shader and not a matter of getting sodium to load a pack's terrain core shaders (since this isn't terrain). This was misunderstood in the preceding discussion on discord multiple times.
However, it is possible that future versions of Sodium will discard back-facing triangles when rendering entities, and that core shaders which rely on this specific ordering will be broken once again.
We do not support core shaders and we cannot guarantee that relying on extremely specific behavior like this will continue to work.
jellysquid3
changed the title
Sodium changue Vertex Faces Ids on Entity Shaders
Vertex ordering in entity rendering is different, breaking core shaders
Sep 22, 2024
Bug Description
Sodium load all the entity shaders correctly but changuing a bit the faces id`s causing some incompatibilities with "core shaders"
Expected behavior:
Actual:
Reproduction Steps
Pack for sodium example.zip
In vanilla the wings will be rendered correctly in sodium fail on the read of faces
Method use in vertex to detect faces: int face = gl_VertexID / 4 % 6;
Vanilla faces i identify:
#define BOTTOM_FACE 0
#define TOP_FACE 1
#define RIGHT_FACE 2
#define NORTH_FACE 3
#define LEFT_FACE 4
#define SOUTH_FACE 5
Log File
latest.log
Crash Report
crash-2024-09-12_17.26.57-client.txt
The text was updated successfully, but these errors were encountered: