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tr7zw avatar tr7zw commented on September 21, 2024

Yes it does work with shaderpacks. Noteworthy that I don't test with Optifine since Sodium replaces that. On 1.12.2 culling is also turned off in f5 mode, as the game doesn't even know where the camera is located.

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khalen56 avatar khalen56 commented on September 21, 2024

image
image

Any clue why it seems to render all entites with a shader on my setup ?

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tr7zw avatar tr7zw commented on September 21, 2024

Possible that 1.12.2 optifine is weird. As I said, I don't test optifine, but last time I checked it worked fine with optifine shaders in 1.16+. Possible that 1.12.2 optifine renders shaders differently than in "newer" versions. In that case optifine 1.12.2 shaders would be unsupported.

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khalen56 avatar khalen56 commented on September 21, 2024

I've been checking the code, it seems that in CullTask.java, the noCulling boolean seems to change between true and false even when not in 3rd person when a shader is active.
Forcing the boolean to false make the culling working when a shader is active, that's weird 🤔

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tr7zw avatar tr7zw commented on September 21, 2024

Don't have the source open rn, but the noCulling flag on each entity is a vanilla thing. Possible that optifine forces that to true for shadows.

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khalen56 avatar khalen56 commented on September 21, 2024

I'm talking of this line https://github.com/tr7zw/EntityCulling/blob/1.12/EntityCulling-Forge/src/main/java/dev/tr7zw/entityculling/CullTask.java#L58

It's just checking for the third person camera, so shaders in 1.12.2 seems to mess with that.

Also, it is interesting to see that there are two times more skipped entities with a shader. Maybe that can explains poor performances on 1.12.2 with shaders
2024-03-15_20 46 57
2024-03-15_20 49 15

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Fenimoure avatar Fenimoure commented on September 21, 2024

I'm talking of this line

So, do you just set it to "false"? I want this fix so bad... I don't mean that the mod's author should do that, but if that solution seems to work, I'll just do it for me and be fine

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