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Uniforms starts with dh (dhProjection, dhProjectionInverse) does not match the gl_ProjectionMatrix in dh gbuffer, when projection matrix is changing. It's mostly visible when using and stop using spyglass, and start or stop sprinting while flying. This image shows those uniforms in a frame capture.
Looks like all depth factor of dh uniforms are 1 frame behind. Tho using dhProjection instead of gl_ProjectionMatrix in dh gbuffer can fix this, most developer will (and tons of developers still now) use gl_ProjectionMatrix in the first time, making them confused.
Screenshots
This is an example on old version of my project, which still uses gl_ProjectionMatrix but not dhProjection in dh gbuffers. When stop using spyglass, dh terrian sometimes become closer than expected, causing strange screen space shadow around the edge of normal terrain and DH terrain.
What happened?
Uniforms starts with dh (
dhProjection
,dhProjectionInverse
) does not match thegl_ProjectionMatrix
in dh gbuffer, when projection matrix is changing. It's mostly visible when using and stop using spyglass, and start or stop sprinting while flying. This image shows those uniforms in a frame capture.Looks like all depth factor of dh uniforms are 1 frame behind. Tho using
dhProjection
instead ofgl_ProjectionMatrix
in dh gbuffer can fix this, most developer will (and tons of developers still now) usegl_ProjectionMatrix
in the first time, making them confused.Screenshots
This is an example on old version of my project, which still uses
gl_ProjectionMatrix
but notdhProjection
in dh gbuffers. When stop using spyglass, dh terrian sometimes become closer than expected, causing strange screen space shadow around the edge of normal terrain and DH terrain.Log output
Looks nothing useful in log.
Minecraft Version
Minecraft 1.21.1
Iris Version
iris-fabric-1.8.0+mc1.21.1.jar, DistantHorizons-2.2.1-a-1.21.1-neo-fabric.jar
Operating System
Windows10
What is your GPU?
NVIDIA GeForce RTX 4070
Additional context
No response
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