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Qendolin avatar Qendolin commented on July 21, 2024 1

Yes, the WorldRenderer as well as some other places (InGameHud, GameRenderer) have their own internal tick counters, which get incremented when their repective tick method is called.

from better-clouds.

Steveplays28 avatar Steveplays28 commented on July 21, 2024 1

Thanks Qendolin, calling WorldRenderer#tick works!
I've released a new version of Realistic Sleep with Better Clouds compatibility (v1.10.0).

I appreciate the help. I'll close this issue.

from better-clouds.

Qendolin avatar Qendolin commented on July 21, 2024

u_time is tied to WorldRenderer#ticks, ideally if your code works with vanilla clouds it should work with BetterClouds as well unless I have a bug in my code. If it doesn't work I'ld be interested to find out why.

On a different note, just setting u_time wouldn't be enough. The shader doesn't move the the clouds, it gets the transformation from the CPU. Also new clouds need to be generated on the CPU side. So there are multiple systems that depend on WorldRenderer#ticks

from better-clouds.

Steveplays28 avatar Steveplays28 commented on July 21, 2024

Okay, good to know, thank you.
I made a mixin into the WorldRenderer, and Sodium's CloudRenderer, since Realistic Sleep doesn't modify game ticks at all, just daytime ticks. This fixed some compatibility issues iirc.
Could look into re-adding modifying game ticks, will have to check if it causes issues.

from better-clouds.

Steveplays28 avatar Steveplays28 commented on July 21, 2024

Hi Qendolin, I've spent some more time looking into this. It seems like the WorldRenderer's ticks aren't bound to the world's ticks or I'm doing something wrong.
I tried incrementing the world's time ticks on the server and sending that to all clients, that doesn't seem to have an effect.

Neither on vanilla clouds or Sodium clouds though iirc so I'll have to do some more digging.

from better-clouds.

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