Player rendering issues while holding enchanted items with an emissive RP enabled
Yeah, that happens

Solution:Jump to solution
I'm pretty sure this commit fixed the issue, but it didn't make it to any Minecraft version 1.20.1-1.20.6. https://github.com/IrisShaders/Iris/commit/43cf325a76e777214f9f5861ceaa0792481e579d
498 Replies
I didn't know who to report to so i ended up here because the latest Iris update breaked apart when Continuity's Emissive Textures open if you hold a enchanted tool
1.20.1's latest update did that, so i hope its something that can be fixed without removing Continuity
For this reason I didn't open a GitHub issue
Fun fact, if Indium is not enabled Iris and Continuity works well with Emissive Textures open
Another fun fact, if you use MCMeta's emissive addon instead of Continuity, it also works.
So the fault is either at Indium or Continuity, or Iris i think?
I'm pretty confused
if you have Sodium 0.5.x, Continuity just doesn't work without Indium
Ah
Then It's a Continuity issue
I didn't say it was
just saying Continuity requires Indium on Sodium 0.5
so by removing Indium you are essentially removing Continuity
Well then removing Indium disables Continuity
So the problem is Continuity's, isn't it?
I mean it happened with Iris update so I'm still pretty confused
:ioa:
that's why it's not necessarily a problem caused by Continuity
did you update sodium and indium as well?
Of course?
Iris requires those updated too, how else would it work xD
just making sure, some people don't and then stuff breaks
Ah gotcha
@Slooshie @Skillnoob_
GitHub
Incompatible with Supplementaries · Issue #2771 · IrisShaders/Iris
What happened? There is a bug that has been going on for the past few weeks on my instances and I wanted to figure it out, and here I am. The bug is part of multiple cases. Being the mods: Iris Sod...
I have opened a new GitHub issue with more details about it
Make sure to read it if you're interested
If IMS looks into it it would be great though
Since we are stuck with the dev, not knowing what to do
None of the mixins of Supplementaries were the reason
To add onto this if you remove continuity or turn off the config you will experience a very very similar issue that makes enchanted items have no glint at all
and yes this happens with JUST iris, no other mods
@IMS
Could you look into this issue?
It been holding me back from releasing new versions for my modpack for weeks
I don't know how you could fix it but :blobshrug:
1.20.1 isn't really supported anymore
but I'll take a look and see if it's an easy fix
But this is not a small bug is it
Thank you!
can't reproduce by itself
Wdym by itself?
where is this "emissive" toggle? just the normal Continuity one?
^^
Yes

Check the GitHub issue
am I missing a specific texture pack, then?
That is the real way to reproduce, but MehVahdJukaar says that it is also on base Iris
No
I use zero resource packs


Not wear
Hold
And shaders should be enabled at least once
And after disabling it still here
okay
that changes... a lot
Does it
yes
this is a state leak
let me just capture the game
You're the coding sensei, tell me about it in simpler terms xD
taking a look at the draw here

the image is significantly more funny in this perspective

but it seems to just inherit the wrong vertex format
This is
Interesting
It gives me some kind of art idea lmao
tl;dr: something's drawing with shaders on, and when shaders are turned off it still tries to render in the shader format
this generally happens if there's a mod trying to "cheat" the engine by caching vertices
Which one would it be in this case
i'll try to find the underlying cause
currently what I'm seeing is useless
Is what MehVahdJukaar said correct?
The glint disappearing with Iris after opening shaders is related to this?
Cuz if so then it shouldn't be mistake of any other mod is it
that issue seems completely irrelevant
let me capture that too and see if it's related
Sure
okay
as far as I can tell
the glint just... doesn't exist in the game anymore at that point
i'm not seeing it in the 3D view either

Interesting
So it's not related at all?
I don't think so
and just to make sure, one of these bugs happens without supplementaries but the other doesn't?
Wait so thats a second bug on Iris or?
Yes
The glint disappearing is a Iris issue
okay
i'll focus on the supplementaries bug for now
Other one requires Supplementaries and Continuity to get even more cursed
Thanks a lot!
the people intentionally turning off continuity is not a very large group lol
I spent an eternity binary searching to find this abomination lmfao
Alsso damn

It looks funnier with a full armor
I have turned the Emissives off because Sodium Z-Fighting before btw
And I was using MoreMcmeta and MoreMcmeta Emissives for it
It also solves this supplementaries issue
But dude, that mod has 1000 disasters
Slows down resource loading by a hundred, crashed with Iris and Supplementaries before, or Sodium based mods, just crashing on every old GPU and stuff
I was getting rid of it and just saw this issue thinking it is also a Sodium thing so I gave up on switching, till yesterday that I digged down into the issue and turned out it was Supplementaries
Idk if that helps but it solves sodium's Z-Fighting and this issue basically, idk how
But works better than Continuity by miles, that's for sure
yeah, pretty much all these issues are fixed in 1.21
Unfortunately it did
but 1.20.1 is kinda horrible at everything
Poor me with my modpack in 1.20.1 is suffering lmfao
Every time a mod dev drops 1.20.1 I just go depressed
Life is hard when you have to maintain a modpack and you relay on 300 devs
i'm about to drop 1.21.1 at this point
and just develop on 1.21.6
Oop?
That was unexpectedly quick lmao
the game is constantly changing
1.21.1's code looks absolutely nothing like 1.21.6's
I can tell from that vibrant visuals stuff
well that's not in the game yet
You are probably one of the devs that suffers the most since your code is branching out everywhere
But code changes for it happening, right?
it's... actually pretty self contained
but yeah
Is there an actual big difference between 1.20.1 and 1.21.1's code of Iris?
basically completely different
Ow lmao
that's why I'm not updating 1.20.1 anymore
I can't just pull in fixes
Understandable
But since everyone uses Iris these days, it is hard to not get depressed when I have a issue with it and you say It's not maintained
Lmao
I wish Minecraft wasn't changing that fast so that there is more space for mod developers
They keep constantly making releases instead of big ones anymore so it also splits the versions to many to maintain
wait what
I play 1.21.1 :cri:
I mean, is there any bug in 1.21.1 :blobshrug:
what about Iris 2.0 lol
aperture
oH.
Well there's nothing we can do lmao
:bloboohcry:
:cri:
So any idea why this happens? It also looks broken when shaders are on. Both the missing glint and the weird vertices that are drawn instead. I'm particularly wondering what causes the latter, I for example don't even have any render code running of mine and still see those issues
I don’t see any specific thing that could cause it, weirdly
Still looking at it
Pain, I didn't know it would be that hard to find it out
I just wished that it was a simple issue in Supplementaries that a hotfix can fix
Since Iris is not compatible with Embeddium after the versions 1.7.5 so it would have been way more practical to just update Supplementaries
The glint is broken with or without my mod so there's nothing I can do
Only the glint though
They looks like 2 separate issues like IMS mentioned
:mc_parrot:
Pain
Any update on this?
@IMS Idk if it helps but it happens on all the GUIs that renders the character like YDM's Weapon Master config that I just figured now, before I said it only happened in Inventory but guess its not true

If I add paper doll mod or whatever is that that renders the character on the edge of the screen it probably will do the same thing
After its triggered I believe it happens with MOST of the items that has no glint too
btw ping me if you find anything
Also I asked MehVahdJukaar and he said he doesn't cache anything player related except the drawing board block which is not around at all
So maybe Continuity does that?
maybe
I haven't had much time to work on Iris since I've been working on Aperture
going to release some small hotfixes alongside 1.21.6
And yes

It does happen
Idk how this happens but sometimes it does, I can't reproduce
Hotfixes for?
1.20.1 or?
pixelmon on 1.21.1, mostly
their team helped me find the bug behind that
Oof
but if I can find the cause behind this in the next few days I'll release it too
I discovered a hundred more bugs with MoreMcmeta and my modpack is in a chaotic state, just Iris holding me back lmao
It been almost 6 months since I posted the last update
I hope the issue behind this is not so complicated to find neither to fix
Bump so that discord stops to mark it as inactive
Another bump thanks to Discord
Maybe set the channel inactivation time to 1 week so that it doesn't keep disabling the channel per 2 days
Another bump bc of Discord 😭
Good user, have you tried out Iris 1.9 and/or Iris 1.8.12 for 1.21.1?
:yes:
Me?
1.21.x doesn't have the issue
Since Indium doesn't exist
:thonkwithshades:
So you're experiencing this issue outside of 1.21.x?
1.20.1 I said?
Idk if its on 1.20.x
@IMS are we still supporting 1.20.1?
IMS said he will look into it
^
It isn't supported but its a serious issue so
But wait, it is also broken with shaders enabled?
Before you even disable it
Something is still wrong when you FIRST open the shaders
And issue permanently stays till you restart
So I don't get how it is something that gets drawn when shaders is on
Like even when in this "shader format" it looks broken
.
What's up
sadly, I've been looking at it again
still have literally no clue
That is PAIN
How does this make sense though?
Can you explain that
the only explanation I have is that something's being drawn once with shaders on, and then it's trying to reuse that data with shaders off
(or the other way around)
But it is also broken with shaders on for the first time
I don't understand how a toggle doesn't fix it, though
So that data is already broken when its first open
I mean, when we remove ALL THE MIXINS of Supplementaries, if its still existing, then where is the problem
Continuity itself?
And Supplementaries somehow?? bringing it up?
Maybe Continuity's developer can help you
PepperCode1
Iris what for 1.21.1 now?
-# bruh it's for neoforge :cri:
Our worries have 200 dimensions in between man xD
@Pepper
Hey!
Are you aware of this issue?
Yes, and the developer of Supplementaries concluded it's not caused by Continuity
Buggy glint behavior can be observed even without Continuity
And IMS concluded that they're separate issues
Without Continuity this issue is not that bad
Still, make sure that one is fixed first before dealing with the Continuity one
Then what is this one caused by?
If both Supplementaries and Continuity not the reason
Indium?
It's probably just an Iris bug
Why those mods makes it look much different, though
Yes the glint DOES disappear but if it was even related only those mods makes it look that bad
I have NEVER noticed that glint is nowhere with shaders before
1.21 does not have the issue, and 1.21 doesn't even have Indium
This might point out that the issue is actually with Indium
Since Sodium has its own FRAPI now
And there might be a noticable code difference between the built-in FRAPI now and Indium
But also Supplementaries does not work without Indium so I don't know what to say
But Indium standalone does not do anything I think? As far as I tested
Unless I'm wrong
Actually @IMS, what if issue is actually the same as the glint issue but somehow it gets worse with other mods combined?
If it's easier to find it out why not fix that one first and see if that beams out of the character fixes too
If that's the case you would be searching for a issue that is not existing
I’ll check
testing 1.20.1 becomes harder each day as I forget what I did :hmpf:
oh god 1.20.1 is officially two years old
Pretty much
Thanks!
I mean still one of the main versions for modding
nah
:(
1.21.1 has been the main one for a while
It has the best mods come on nowww
Most good mods like the entirety of Let's Do series not even on 1.21.1
It goes like 1.7.10, 1.8, 1.12.2, 1.16.5, 1.20.1, 1.21.1
And most mods still support 1.20.1 which is very nice
And holy, I didn't know 1.21.1 was that old, I thought it only came out like a few weeks ago
Guess I been living under a rock, uh huh?
How do you reproduce this one?
I can't even reproduce with only Iris
What buggy glint behavior are we talking about?
The glint disappears in the inventory
No, it does not

That is not the inventory screen
If anything, that's the hotbar.
:linus:
What do you exactly mean?
This is the inventory screen

However, watching the video back on a larger display revealed that the glint is actually displayed, so there is no bug here
It still does not

I don't know who told you about that bug but it does work correctly
So the bug still might be on Continuity's side, worth checking no?
The developer of Supplementaries
@MehVahdJukaar, what did you mean?
I wrote all of Continuity's code and have most of it memorized and I have no idea what I would possibly check
It seems basically impossible for this to be a Continuity bug
If Emissive Textures disabled, it goes away, though?
Indium, maybe, but I still think that it's 95% likely that this is exclusively an Iris bug
Which then if it was on Indium it still should appear no?
No
So your mod depends on Indium?
I'm confused
Only when using Sodium
So Indium is actually a dependency of your mod if Sodium used?
Yes
At least on 1.20.1
Can I ping comp?
No
Why not
I mean do whatever you want but personally I don't think they will know the solution off the top of their head or want to debug this
Still it might be on their part and it can help us to the solution instead of putting all the work on IMS if its not even in his mod
I wrote a lot of Indium as well
IMS tried to find the problem many times but so far nothing related to glints and I don't know how this can be related to only Iris when it works flawlessly by itself
And apparently he searching an issue that does not exist because MehVahdJukaar thought so is even more painful lmfao
@comp500 Do you think Indium can be related to this in any way, and if you have time to help IMS debug this?
I can say the same thing about Continuity: it works flawlessly by itself
Yes but all the mods are connected in this case
And if Supplementaries is not doing anything, all the mods that required to reproduce can ALREADY work flawlessly by itself or in this combo excluding Supplementaries
So are we gonna assume that it is a Supplementaries issue?
MehVahdJukaar did check his code and there was nothing that can conflict, even after removing every Mixin
The issue was still present
It might be a driver issue for all I know
Was IMS able to reproduce any version of this issue personally?
Yes
And if you try, you can too
MehVahdJukaar could too
We all use different cards with different brands and drivers
Probably not a driver issue then
I don't know if I should spend a few hours version hopping between Sodium and stuff and if I can find a version without the bugs, maybe we can pin-point the exact reason from Git-Diff?
If you can make the issue not happen on 1.20.1 with different mod versions then maybe that would be helpful, but switching to a different Minecraft version will probably not be helpful
Another thing you could try is, after reproducing the issue, swap Supplementaries with its dependency, Moonlight
Moonlight does not break anything alone
I have tested this before already, unless I misuderstood what you just said
Yes
The issue is not present with older version of all the mods
I'll try to pin point the exact version all night
Wish me luck!
I have worse issues than the glint though, entire world is outlines lmao

Expected as I'm in the oldest 1.20.1 releases
There is still a bug in this class when used with Indium but when I found this I concluded that it doesn't have an effect on this issue
https://github.com/IrisShaders/Iris/blob/1.20.1/src/main/java/net/irisshaders/iris/mixin/entity_render_context/MixinItemRenderer.java
There are also bugs in Indium related to the quad normal flags, but I also don't think they should affect this issue
When you are testing with Continuity, do you have any resource packs enabled? If you have no packs but emissive textures are on, does the issue happen?
Yes
Zero resourcepacks except Moonlight's Dynamic Assets
And Fabric
And they're locked I assume
Yet turning off emissive textures still makes the issue go away?
Correct
That makes no sense
If you have no packs with emissive textures, the option should not do anything
Even Sodium 0.5.3 doesn't have it
I'm going up slowly
Modding is black magic, nothing else makes sense
Not even 0.5.8
I just pray it's a Supplementaries update 💀
0.5.9 Clear too
Oh hell yeah huh

Since there is no Iris for Sodium 0.5.10 I couldn't test it but
0.5.11 is where issue started
EVERY version of Supplementaries and Continuity affected
Now disabling Emissive Textures does not fix it too
Disabling all features of Continuity still keeps the issue
But removing Continuity still does fix the issue
AHHH WAIT EVEN MORE INTERESTING FACTS COMING
3.0.0-beta.4+1.20.1
Still breaks when Emissive Textures off
3.0.0-beta.5+1.20.1
Does not break if Emissive Textures off
Of Continuity
@IMS All this info might help you guys, make sure to read the chat when you are available
Now I head to bed, good night yall!
:catSleep:Ok well Supplementaries includes emissive textures, so it makes sense. I did not know that.
This makes sense too. I think I remember the change that would result in this.
So it is on them now?
No
Why only Supplementaries's emissive textures breaks then 🤔
Maybe not
When they're not around or even related too!
Did you test an emissive resource pack instead of Supplementaries?
I mean if you could tell me the file location, I can remove them
Like Glowing Ores?
Sure
Removing this file will disable all of them
https://github.com/MehVahdJukaar/Supplementaries/blob/1.20/common/src/main/resources/assets/minecraft/optifine/emissive.properties
Oh.
EVERY emissive resource pack.
Supplementaries is out of this I guess
Modrinth
Glowing Ores! - Minecraft Resource Pack
a Resource pack that makes the Ores pop out a little more by giving it a Gradient outline and having support with "Optifine" and "Continuity" Mod! Which grants the Resource pack to glow due to the Emissive properties!
Tested with this and still broke the player
So now It's probably Indium?
Since it can be reproduced in every Continuity version
And I can't tell if it's Sodium or Iris but Indium is connected with their updates and your mod depends on it so
Removing the file will only disable Supplementaries' emissive textures, unless you mean that any emissive pack makes the issue happen
I meant that every pack uses emissives in any way causing this issue to happen
Sorry for wording it terribly lmfao
Ok
Does the issue affect items that do not have emissive textures?
No it has to have glint
Any item which doesn't have emissives like a enchanting glint will not cause this
Glint and emissive are completely unrelated
Continuity glows glint no?
I don't know what you mean
It happens with no items that use emissive
Even the glowing ores themselves when you hold it
Only enchanting glint still causing the issue if a pack adds emissives in any other block
Ok well if you installed glowing ores, then presumably that pack doesn't have an emissive texture for a wooden sword. If you enable the pack, does an enchanted wooden sword have the issue?
No
Wait yes?
Every item that you can enchant
Not only a wooden sword
In creative you can enchant any item
Even flint and steel

As long as the enchanting glint is rendered this issue is present
Should I try it with Fusion?
Which also adds emissives
No
Well not yet
If you open up the Iris jar and remove this line, is the issue resolved?
https://github.com/IrisShaders/Iris/blob/1.20.1/src/main/resources/mixins.iris.json#L66
IrisShaders/Iris (on 1.20.1)
src/main/resources/mixins.iris.json
Let me see...
Side note, Fusion doesn't have it
Have what?
The bug
When you hold a item with a glint
Testing this
It does not
Maybe one of those?

In Hand specifically
Unlikely
Crashed when I open shaders
By the IrisItemLightProvider
Guess I shouldn't have deleted 3 of them lmao
MixinItemInHandRenderer did not fix it too
Since it only happens in the inventory, maybe some Mixin related to the inventory?
I don't think so
Fusion's emissive textures work completely differently from Continuity's so it would make sense that the behavior is different
Updated GitHub with latest info btw
From the information here I think the issue can be recreated without Continuity by tweaking a single line of code in Indium
Huh?
Which line is it, let me test
Do you know how to compile a mod?
Yes
GitHub
GitHub - comp500/Indium at 1.20.x/main
Sodium addon providing support for the Fabric Rendering API, based on Indigo - GitHub - comp500/Indium at 1.20.x/main
Set this if statement to always run
https://github.com/comp500/Indium/blob/1.20.x/main/src/main/java/link/infra/indium/mixin/renderer/MixinItemRenderer.java#L51
comp500/Indium (on 1.20.x)
main/src/main/java/link/infra/indium/mixin/renderer/MixinItemRenderer.java
In other words, replace
!model.isVanillaAdapter()
with true
Gotcha
Now time to wait 150 years till Gradle reloads
My favorite activity of the day, staring at IDE doing nothing
Done importing gradle
Correct.

It's officially a Indium issue then?
No
You can use the same modified Indium without Iris and it should work fine
Assuming that's the case we're back at "it's probably an Iris issue"
Because there is no shaders..?
Unless you toggle shaders at least once the issue can't be reproduced like I mentioned
So we can't know that if it will work fine without Iris since Iris is the mod to reproduce
Which kinda also leads to what you just said, it's probably an Iris issue
Probably not
That is interesting
Does downgrading Sodium fix the issue? You said something about that
It is stated all over the issue and GitHub
IMS called it a state leak
Above 0.5.9 is the only way to reproduce
I couldn't test with 0.5.10 since Iris is not updated for it, they skipped a version
So officially the issue started at 0.5.11
Which Iris versions does this correspond to?
1.6.17
Is that for 0.5.9 or 0.5.11?
0.5.11
What about 0.5.9?
1.6.11 I think?
Thanks
You're welcome
GitHub
GitHub - IrisShaders/Iris at 258522daf069e7a803f29ae7d1f336035314df88
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - GitHub - IrisShaders/Iris at 258522daf069e7a803f29ae7d1f336035314df88
I think that is the commit?..
Nah wait I'M WRONG
GitHub
GitHub - IrisShaders/Iris at 1.6.11+1.20.1
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - GitHub - IrisShaders/Iris at 1.6.11+1.20.1
GitHub
GitHub - IrisShaders/Iris at 1.6.17+1.20.1
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - GitHub - IrisShaders/Iris at 1.6.17+1.20.1
GitHub
Comparing 1.6.11+1.20.1...1.6.17+1.20.1 · IrisShaders/Iris
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - Comparing 1.6.11+1.20.1...1.6.17+1.20.1 · IrisShaders/Iris
Heres the compare link to see what changed
That is... a lot
If anything I'll answer tomorrow, bye!
Morning everyone :mc_parrot:
Good evening. :linus:
I was busy being dead since I slept at 6 AM lmfao
My sleep schedule is simply upside down after this point
Try making the same Indium modification on 1.20.4 and trying to recreate the issue there with the latest Iris/Sodium versions
Actually try with Continuity+emissive textures first, since that really should have the same effect as the modified Indium
No Indium at all?
Oop yeah I forgot it is required below 1.21

Continuity + Emissives
@Pepper
I think I solved it by clearing build.gradle
Can reproduce without Continuity on 1.20.4 too

Interesting
Does it happen with Iris 1.6.14? I would expect no
Modified Indium?
Yes
Prefer using it instead of Continuity for testing if you already have the modified build
Does not happen
Also doesn't with Continuity
Alright
I think I know where the bug is but more testing would be helpful to confirm
Could you see if the issue happens on 1.21 with Iris 1.7.3?
WITH Modified Indium?
Or Continuity, whichever is easier for you
If testing with Continuity, Indium is still necessary, even on 1.21 here
I forgot that the possibly relevant vanilla code changed significantly in 1.21, so the issue might not happen, but I'm still curious
Does not happen with Continuity, also does not with modified Indium
What do we need to confirm?
The 1.21 test, basically
One more thing
The issue happens once you enable and then disable shaders, right?
No
Once you enable shaders then forever
Even when shaders enabled in the first time
Permanently stays after triggered once with enabling shaders
I see
If you enable then disable shaders, and then use F3+R to reload chunks, does the issue persist? What about after F3+T?
In what version?
Modified Indium on 1.21?
Any version in which the issue normally occurs
1.21 does not seem to be affected at all due to vanilla changes
OH
That makes sense
Didn't notice it's the latest Sodium before FRAPI
After reloading chunks still here, After F3 + T still here
After rejoining world still here
You have to close your game after this point
You're forever haunted by it lmao
Alright
At this point I need to look at the vanilla code myself, so I'll do that later today and see if I can fully identify the bug
If you need it right now I can decompile the classes you need?
BufferBuilder
from 1.20.1 in Mojmapblaze3d?
Oh god that is long
How do I send it
A paste site would be easiest for me
Pastebin?
Pastebin
@Environment(EnvType.CLIENT)public class BufferBuilder extends Defa...
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Are you able to compile a custom build of Iris?
Yes
Why not
Add the following code anywhere inside the class in https://github.com/IrisShaders/Iris/blob/1.7.2%2B1.20.1/src/main/java/net/irisshaders/iris/mixin/vertices/MixinBufferBuilder.java
Try this modified Iris build with modified Indium and without Indium at all and see if you can reproduce the issue
Wdym without Indium?
I expect that the behavior between modified Indium and no Indium should be the same, whether it's broken or not broken
Remove it
Then Continuity does not work?
Don't use Continuity
Don't use Supplemetaries either
No use Glowing Ores?
No
Only Sodium and Iris?
Yes
Okay
Damn how did they do this lmao

Every of my projects looks the default ugly Intellij IDEA cubes
Building 1.7.6 with this
Added in line 89
Now it works
No bug
With only Sodium and Iris
Unfortunately I don't think that did anything
Wdym?
So your guess was wrong or?
Yeah I didn't realize that that code path is normally never used for items due to Sodium changes
So now what's the next move
A different change to that class
Yummy
Removing old code?
Not yet
Gotcha
Revert the changes I sent above
That's what I meant by removing the old code-
Done, now it's default Iris 1.7.6 again
Ok
Add this code
Done

Was it funny
Also at the top of the class replace
@Mixin(BufferBuilder.class)
with @Mixin(value = BufferBuilder.class, priority = 1100)
Again in anywhere?
Yes
That's fine?

Yes
Crashed
What does it say?
Crashed when clicking the Singleplayer button, just so you know
Unfortunate
Let me think
Literally you lmao
I am not sure how to proceed
I have some questions about the issue in the meantime
Sure
But please ping me whenever you type something, I am tired of life because I'm checking the thread per 3 minutes lmao
Does the issue appear only when the player doll is holding an enchanted item? Does it ever happen when holding a non-enchanted item or not holding any item?
Ok
After it triggered I SAW IT happening when holding non-enchanted items if you wearing an armor I think, but I can't reproduce this so far
And if you wear enchanted pieces but not hold, it can still sometimes happen
I'm not sure how is the exact case but yes
If you are not wearing armor and not holding an item, but there are other items in your inventory, it doesn't happen?
No
You have to exactly hold it
You're not affected by anything that you don't hold or wear
Hm
@Fyoncle I am trying to reproduce the issue myself but cannot
Mods

I have emissives in effect (confirmed by placing a block and seeing that it is emissive)
I enabled and then disabled this shaderpack

I am holding an enchanted item and have my inventory open
What am I doing wrong?
No way this thread is 601 messages.
How?
Record the entire process and show me
You have glowing ores or something?
Yes
Like I said, record what you did or tell me step by step
Cannot record right now
I can give steps
1. Launch game with only those mods
2. Apply emissive ores resource pack
3. Restart game
4. Go into an existing creative, non-superflat world where you are holding an enchanted wooden sword and wearing an enchanted netherite chestplate. There are no other items in the inventory.
5. Enable the shaderpack and completely close the menu.
6. Disable the shaderpack and completely close the menu.
7. Open the inventory and observe that it looks normal.
Huh???
This should not happen
I can record if you want
Sure, but it does not break for me
¯\_(ツ)_/¯
Your setup is not exactly the same as mine, so try the exact same setup I suppose
With Continuity?
I don't get what you mean
It should work
IMS reproduced:

@MehVahdJukaar Did too
But I don't have picture of it
Anyone that you can ping here probably can reproduce
Your Indium version doesn't match mine, you're not wearing armor, and you're not holding an enchanted wooden sword, at the very least
You don't have to wear
You didn't open the shader GUI
Why do I open the shader GUI?
There is keybinds
And I use latest Indium
Because I did and I couldn't reproduce the issue
How do we know which of these factors may be causing the issue?
Maybe if you use the keybind it breaks but if you don't it doesn't
I did not know the keybind existed so I didn't test with it
Now I can't reproduce either
Keybind is the problem
so since i was pinged I just want to say that i tried that with just iris and sodium, to repliacte get an enchanted item in hand, then open shader window, enable shader and disable shaders
What actually is the keybind?
K
By default
SHADER WINDOW?
Now that changes some stuff
We can only reproduce with keybind
Nonono wait
I forgot emissives off
I still get it

WAY WORSE with a wooden sword
Are you using the same Iris/Sodium/Indium versions?
You seem to have Modmenu, which I didn't have
For showing versions




I will try with exactly those versions when I get the chance I suppose
And
The issue is still present if you open shaders and leave
Close the entire game, and join a world when you left with shaders open
Without keybind or screen, it still here
I can't reproduce with those version
I literally told you that 0.5.8 doesn't have it here
Even 0.5.9 doesn't
It starts at Sodium 0.5.11 series
There is no Iris for 05.1.0 so skip it
You even asked that
Iris 1.6.17 only worked with 0.5.8. I remember you said way before that the issue starts with Iris 1.6.17 on 1.20.1.
No
I said its the last version before issue starts happening
Here too
.
How do you use Iris 1.6.17 for 1.20.1 with Sodium 0.5.11?
Its FMJ lists 0.5.9 as the highest compatible version, and that actually crashes
This was probably wrong then, unless you were talking about a different Minecraft version
Based on the Github, 1.7.2 for 1.20.1 seems to be the oldest Iris version that works with Sodium 0.5.10 or 0.5.11
You update them too
That's why you asked this
No It's 1.20.1
Sodium 0.5.9 / Iris 1.6.11 / Indium 1.0.32 - LAST VERSION Before the glitch appeared
Sodium 0.5.10 / Iris 1.7.1 / Indium 1.0.32 - FIRST VERSION That glitch appeared in
@Pepper Clearer?
Wdym?
It's not what
Not clear
Just try it
Or let me double check
I don't know how it doesnt work now
But there is no any other version to make it work
@Pepper Updated
With no sleep till 6 AM I think I gave wrong information
Now it is correct, though
GitHub
Comparing 1.6.11+1.20.1...1.7.1+1.20.1 · IrisShaders/Iris
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - Comparing 1.6.11+1.20.1...1.7.1+1.20.1 · IrisShaders/Iris
If IMS was here he would find it way faster than us
Since the previous issue was false he couldn't
Alright, I'll try this
Another angle

I was able to replicate it
The bug was introduced between Iris 1.7.0 and 1.7.1, possibly due to the Sodium update from 0.5.8 to 0.5.10
So what do we do
The Github link doesn't work properly, but the issue is in the diff of
src/main/java/net/irisshaders/iris/mixin/entity_render_context/MixinEntityRenderDispatcher.java
between https://github.com/IrisShaders/Iris/compare/1.7.0+1.20.1...1.7.1+1.20.1#files_bucket. If you disable this mixin in Iris 1.7.1, the issue disappears.Solution
I'm pretty sure this commit fixed the issue, but it didn't make it to any Minecraft version 1.20.1-1.20.6. https://github.com/IrisShaders/Iris/commit/43cf325a76e777214f9f5861ceaa0792481e579d
@IMS :imsplzfix:
I can try to backport and test?
Go ahead
Well it worked easily
Now time to test
Fixes the issue
For only 2 lines of code I been dying for weeks lmao
You know what's funny? I use Embeddium
So if Iris gets updated I won't be able to use, since 1.7.6 and above of Iris crashes with it lmao
Now I have to think of a genius solution
on... 1.20.1?
yeah
that's the only way on Forge :ioa:
Not Forge
Fabric
oh
uh
why
Sodium on 1.20.1 is too glitchy
:conc:
Specifically Z-Fighting and no Translucency Sorting
oh
yeah
pretty much all of that came in 1.21
And my point is removing MoreMcmeta with this Iris fix
1.20.1 is just dead :reducedtoatoms:
And I will have to take it back if I use Sodium since it z-fights again
What would be your solution if you were me
update to 1.21.1
What do I do in this cursed situation xD
Not possible at the moment
Most mods my modpack use is not on 1.21.1 yet
At least make 1.7.7 with this fix, because I still got a report on the Continuity repo about this issue recently
yeah sure
What did change between 1.7.5 and 1.7.6 that broke Embeddium btw?
Isn't it just a "small hotfix"
uh
if I remember correctly, that was the update to make newer Distant Horizons work
I updated to their newer tooling
How would this break if I don't use DH
The fonts just dont load
no clue
And in bigger modpacks it crashes completely
do you have a latest.log?
Yes sure
The bug:

[06:02:50] [Worker-Main-1] [FabricLoader/Mixin/WARN]: Error loading class: net/caffeinemc/mods/sodium/api/texture/SpriteUtil (java.lang.ClassNotFoundException: net/caffeinemc/mods/sodium/api/texture/SpriteUtil)
embeddium is just... missing a class file
:ioa:
oOf
What would be the easiest solution to this
Isn't it EMBEDDING Sodium? It shouldn't miss anything
I mean it embeds an older Sodium
And if Iris 1.7.6 uses that class from newer Sodiums it could be it
Embeddium is a fork of an older Sodium
if you don't completely need translucency sorting, try Sodium 0.5.13
Can't you detect if Embeddium installed and disable your class that uses this SpriteUtil?
it's a backport of many 1.21 things (minus translucency sorting)
including the Z-fighting fixes
That is false
It is still present
wait
just to be clear
is Embeddium fixing the issue, or just giving you the option to turn off the compact vertex format
because that is not a fix
It is fixing the issue
:conc:
God knows how
well, Embeddium doesn't have... anything
for that
Then how does it fix it 😭
you'll have to show me what blocks are Z-fighting

EVERYTHING that is emissive
And iron bars too
The glowing ores issue simply, been reported a thousand times
Jelly said it wasnt guaranteed that it will be fixed and ditched the issue so far
And probably will never be fixed
which glowing ores? just continuity/optifine ones?
Yes
Just anything that glows them
Or any other block I think?
they're perfect


unless this is related to atlas size (which is in turn related to how many mods you have)
huh.
hm, I can see Z-fighting on the emissives
so maybe a Indium bug
Will Indium be updated either?
idk we don't make it
I still feel like it's a Sodium thing
Embeddium fixes it so
if it doesn't happen without Indium, it can't be a Sodium bug
I mean it embeds both Sodium and Indium so it might be fixing something in Indium
Continuity DEPENDS on Indium
I know
but you mentioned iron bars
I'll test again
Also wait.
What if Embeddium embedded later Sodium versions?
if they did, that would be illegal
:ioa:
Polyshield?
yeah
...
they didn't
They didn't what
they're not using a newer Sodium
That is THE problem
xD
I'm the innocent modpack dev whos cooked by all this chaos
Wait what do you need SpriteUtil for?
it's for an optimization (animate only visible textures)
it's... a pretty major one
😭
it's in both Sodium and Embeddium, just under separate classes
Sodium also breaks Elytra Trims
it what
:conc:
Embeddium fixes Sodium's animate only visible textures too
???
was
was it broken?
Yeah it had a easter egg that animates the elytra with Bad Apple
It doesn't play if Sodium installed
oh
probably fixed in the 0.6 versions
Yes
the 1.20.1 versions are not being maintained well, as I said
both Sodium and Iris
So what kind of solution I'm supposed to go for
port all your mods to 1.21.1 :trolley:
And animate only visible textures was in Sodium for a WHILE, so why SpriteUtil just appeared now
but more seriously, not sure
it didn't; it was just moved to a more mod-friendly place
where it could be used more easily
And your license...?
Allows your mod to be modified and redistributed?
it's not My License, I'm not the lead of Sodium
Iris's one
Not Sodium
oh
yes
for the most part at least
So I can modify Iris...?
yeah
And put it in a public modpack?
that's how Oculus and stuff exist
Can't it be more friendly way?
Like can't I mixin into Iris and stuff and fix it through here?
uh
maybe
I don't know if the classloader will be happy with that, but I think it won't mind
Would you be able to help with that :blob3cuwu:
yeah, sure
Yaaaaaaaaay
:mc_parrot:
actually nevermind you're screwed, because you can't mixin a mixin
however, you can do the much easier route
just make a fake Sodium class that redirects the call
What
But Sodium's License
it doesn't apply to 10 lines of boilerplate
:ioa:
But 🤨
How do I do that
And would I be able to release this on Modrinth if you wouldn't like to see it on your profile, so that it is actually embedded and not a third party file
This way license stuff would be more clearer and more people can use it
OR you can add that thing that redirects if Embeddium installed on 1.7.7?
hhh
one sec while I get the 1.20.1 setup running here
Sure thing
Thank you for minding to help, very kind of you :catHeart:
try this
I was about to make a joke about cleaning the jar because it's dirty but I guess I'll shut up lmaooo
Wait with Embeddium or the glitch?
both
Interesting
I hate needing to modify Sodium every minute to test those versions because it complains iris is not 1.7.6 😭
Yum yum yum

Main issue resolved
Now let me test Embeddium
How the hell did you manage to solve both under 3 minutes lmao
Ah wait crash
And its complaining about pale_garden stuff
okay
uh
this is just
not fixable by me
or... anyone
What 😭
you know how we backported all those z-fighting improvements
well, those changed a lot of stuff, and Embeddium has... none of it
But Embeddium does work with 1.7.5
yes
1.7.6 was the update to that
(i got the version numbers wrong :blub:)
Can't you make 2 releases?
Like
...not really?
Iris-Embeddium 1.7.7
Iris-Sodium 1.7.7
it's a very big change
also we just... don't officially support Embeddium
for obvious reasons
Yes but it's only 2 lines I need and I need to get the entire update
So only way now is modifying Iris or what?
basically, yeah
specifically, modding Iris 1.7.5 to have the fix
What do I name the file?
Anything specific?
what file?
oh, the Iris jar? nothing specific
assuming you're just putting it as a third party jar, or unlisted
Yeah
It feels weird to redistribute modified jar of Iris without stating whats changed
as long as it's not some public page, it's fine
It IS
oh
I meant putting this custom Iris as it's own page
Oh
So Iris1.7.5-fix kind of thing works?
yep
Do I build the jar or you would like to
My dev environment kinda cursed
you can
I had to delete many stuff from build.gradle
Wait where is 1.7.5 tag on GitHub
It doesn't exist...
Do I have to modify this stoo when I do?

Or is it a backport thing
GitHub
GitHub - IrisShaders/Iris at 0aeb89966d36d3c38e44be2b44f92980ee772482
A modern shaders mod for Minecraft compatible with existing OptiFine shader packs - GitHub - IrisShaders/Iris at 0aeb89966d36d3c38e44be2b44f92980ee772482
I'm asssuming this is the 1.7.5
And I hope those are no problem

Mentioned in Changelog and description that Iris is also modified
Also 940 messages in this thread
Most confusing yet the simplest Iris issue we can say?
I think if I had tried to reproduce it earlier this would have gone quicker... once I had the correct diffs in front of me, I spotted the issue in 20 minutes
Lmao
I saw nightmares about this Issue all night
Wild stuff
Unrelated but I remember there were issues where this would make textures from other mods, like polytone particles not be animated by being opt out instead of opt in, internals seemed brittle
Forgot to do that before
Also @IMS, the Z-Fighting fake changelog thing will never become a reality right?