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L23[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180818 mappings to Forge Maven.
L24[02:00:08] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180818-1.13.zip (mappings = "snapshot_20180818" in build.gradle).
L25[02:00:19] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L26[02:03:25] <ForgeDiscord> <Abastro> New snapshot
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L58[10:39:47] <ForgeDiscord> <killjoy> @Abastro Good bot
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L73[12:02:39] <Foghrye4> Fellas, look here:
L74[12:02:39] <Foghrye4> https://github.com/MinecraftForge/MinecraftForge/blob/0cf5ef221cd6d7e850b848d6c1ff537a48921edd/src/main/java/net/minecraftforge/fml/client/config/GuiUtils.java#L278
L75[12:02:39] <Foghrye4> https://github.com/MinecraftForge/MinecraftForge/blob/0cf5ef221cd6d7e850b848d6c1ff537a48921edd/src/main/java/net/minecraftforge/fml/client/config/GuiUtils.java#L374
L76[12:02:39] <Foghrye4> And now here:
L77[12:02:39] <Foghrye4> Is this what I think this is?
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L83[13:12:17] MineBot sets mode: +v on mezz
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L93[14:16:59] <ForgeDiscord> <Katrix> No idea, what do you think it is?
L94[14:17:23] <ForgeDiscord> </dev/illy> I think its a github link
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L98[14:45:51] <ForgeDiscord> <Foghrye4> @Katrix as long as I know, GlStateManager.disableDepth() disabling depth test in OpenGL. Therefore setting zLevel to any value is useless.
L99[14:46:33] <ForgeDiscord> <killjoy> zLevel helps with layering
L100[14:47:49] <ForgeDiscord> <Foghrye4> @killjoy you don't get it. When depth test disabled, last thing rendered will be above anything rendered before. No matter what zLevel you set.
L101[14:48:06] <ForgeDiscord> <killjoy> k
L102[14:58:24] <ben_mkiv> talking about zlevels, anyone got an idea whats causing this? http://pasteall.org/pic/show.php?id=32fc7feabe14172b5975471c43235e33
L103[14:58:29] <ben_mkiv> only happens when optifine is installed
L104[14:58:38] <ben_mkiv> so the text is z-fighting itself
L105[15:00:33] <ForgeDiscord> <Foghrye4> Itself? Not a wall behind?
L106[15:00:42] <gigaherz> I woudl have said it's z-fighting with the wall
L107[15:00:57] <gigaherz> optifine might be changing the depth test condition to < instead of <=
L108[15:02:08] <ben_mkiv> its 0.5blocks in front of the wall
L109[15:02:18] <ben_mkiv> so the wall isnt involved
L110[15:02:26] <gigaherz> okay then
L111[15:02:45] <gigaherz> is it just text? or is there some background set to transparent or something?
L112[15:02:51] <ben_mkiv> just text
L113[15:03:14] <gigaherz> how is it drawn?
L114[15:03:40] <ben_mkiv> wish i could actually show the rendercode, but the pipeline is quite complex code :/ i should try to make a simple test case
L115[15:03:58] <gigaherz> er my question is more
L116[15:04:26] <gigaherz> are you using vanilla text rendering in a TESR/Entity/event? forge text rendering in a baked model? or something custom?
L117[15:05:43] <ben_mkiv> fontRender.drawString()
L118[15:06:11] <ben_mkiv> and my code runs in renderWorldLastEvent()
L119[15:06:35] <gigaherz> okay so
L120[15:09:06] <ben_mkiv> also played around with all the optifine options, is it possible that either optifine or my mod does something wrong with the GL Flags?
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L122[15:11:39] <gigaherz> well z-fighting happens mostly when you have two polygons on almost exactly the same plane
L123[15:12:43] <gigaherz> and the rounding errors when converting the float vertices into screen-space units (x/y integral pixels + depth) cause one polygon to sometimes be in front and sometimes be behind, depending on which pixel you look at, and from which angle you look at it
L124[15:13:17] <gigaherz> so if z-fighting is the issue as it seems to be, there MUST be two polygons drawn there
L125[15:13:24] <gigaherz> either because optifine causes it to draw twice
L126[15:13:51] <ben_mkiv> but if i would draw twice, it should also happen without optifine?
L127[15:13:52] <gigaherz> or because the vanilla code always draws twice and you just didn't know it due to the existing gl flags
L128[15:14:22] <gigaherz> (and by vanilla drawing twice I mean like, character + background, even if thebackground is transparent)
L129[15:18:44] <ben_mkiv> do you know if vanilla does draw a background?
L130[15:18:59] <ben_mkiv> im looking at the rendercode. and... well its vanillacode like usual xD
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L136[15:44:58] <gigaherz> back, sorry no idea ,p
L137[15:45:00] <gigaherz> ;P*
L138[15:46:08] <ben_mkiv> ok, thanks for the input, guess i have at least some idea where to start debugging now
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