All rendering and shader related functions and features.
Mar 12 2018
Oct 22 2017
Oct 15 2017
Oct 13 2017
Oct 12 2017
Oct 3 2017
It's seems to be partially solved for some blocks, like pink lights
This one looks partially solved (I tested with trigger area block and white crystal only).
Sep 14 2017
Jul 22 2017
Jul 21 2017
Jul 20 2017
Jul 17 2017
Apr 28 2017
Apr 27 2017
Apr 26 2017
To fix it properly, it will need a full rendering queue, to draw everything from "far away to close to the player" in exactly that order.
The engine relies on OpenGL to sort and organise the rendering order,
but it turns out that its not perfect without giving it an exact list for the rendering order.
So once we are feature complete, and know everything we want to render, we can rewrite that part on our own, and help OpenGL doing its job rendering the object we sent to it properly. =)
There's a lot more to this bug then "transparent blocks touching open doors have invisible faces" and it extends throughout the game to all sorts of symptoms of just some weird rendering order or some such.
Apr 12 2017
That's great news! I'll leave it on resolved for a while in case some special case pops up.
Apr 11 2017
First: thank you greatly for giving this attention.
Tested this on a 2014 macbook air. Had the same error before fixing it. Should be good now and can even use integer shader support for more speed.
got my hands on a mac and am close to fixing this
Apr 10 2017
FYI the issue I raised is a duplicate of this one and can be merged/closed:
I'm sorry, I'm trying to get a mac here to fix the issue.
Apr 9 2017
Apr 8 2017
Well, it doesn't immediately crash at this point, until running into T1525 of-course.
Apr 4 2017
Apr 3 2017
Unsure how much it affects FB init w/ macOS...but in older releases, forcing FB on w/ the hotkey caused no crash-related issues that I experienced, and dramatically improved performance.
Unfortunately MacOS did not provide backwards compatibility from core 3.2. That means that it's impossible to request a context without forward compatibility, which removes fixed function pipeline. This is used by the current text rendering library, and in a few other places, since I always went with backwards compatibility over using the latest openGL without a fallback.
Apr 1 2017
Still crashes on launch, same error as reported earlier, see T2317
Mar 29 2017
Mar 26 2017