Cable Anchor visible throught facades #2680

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Xiaminou opened this Issue Dec 4, 2016 · 13 comments

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@Xiaminou
Xiaminou commented Dec 4, 2016

Description

When moving around you can see cable anchors flickering through facades
2016-12-04_16 08 28

Environment

  • Mods: list.txt
  • Minecraft Version: 1.10.2
  • AE2 Version: alpha 9
  • Forge Version: 2135
@yueh
Member
yueh commented Dec 4, 2016

And the usual "without Optifine?".

@yueh yueh added the state-waiting label Dec 4, 2016
@Xiaminou
Xiaminou commented Dec 4, 2016

Yes, happens without Optifine too.

@yueh
Member
yueh commented Dec 4, 2016

Cannot really reproduce it, the anchors are by default 1 pixel shorter than the actual block, so there should be no way to have them z-fight with the texture.

@Xiaminou
Xiaminou commented Dec 5, 2016 edited

Reproduced easily enough with only AE2: https://youtu.be/6C4dqEqM-I8

@yueh
Member
yueh commented Dec 5, 2016

Ah you mean actual cable anchors and not the cable anchor part of facades.

They can start to z-fight, but using a anchor and facade on the same side is not really providing anything useful. Thus instead of modifying the renderer, it might be a better option to let anchors block facades on that side.

@Xiaminou
Xiaminou commented Dec 5, 2016 edited

Well, without getting into the debate of what's useful and what's not I can tell you that in my years of playing with AE2 I have come up with dozens of situations where I wanted both facade and anchor on the same side. Like the one on my screenshot, where I want to hide some cables and leave some other visible in front of those first cables, but they should not connect hence the cable anchor.
I understand that it's z-fighting, but it was not a thing in 1.7.10 so I'm wondering what changed, and is it not possible to have the same thing in 1.10.2?

@VT-14
VT-14 commented Dec 7, 2016

Other ways to not connect those cables:
A) Cable Anchors attached on the cable outside of the facade
B) Paint the cables different colors.

@Xiaminou
Xiaminou commented Dec 7, 2016

I'm afraid your assumption that I wouldn't know about these 2 methods is wrong. And the point of this thread is not to find a work-around but to report an issue and potentially find a fix for said issue.

@VT-14
VT-14 commented Dec 7, 2016

Well, pardon me for trying to help. In spite of your somewhat rude reaction, I'm going to keep trying to help. Ha!

While I agree with yueh that it doesn't really add anything useful (as there are other ways to keep those separate), I do have to admit that keeping facades + cable anchors a thing makes more sense than removing them (and by extension, fixing the z-fighting would probably be a good idea). Facades can be applied concurrently with any other cable part. Making anchors the only exception would be somewhat weird.

Consistency would also suggest fixing the z-fighting so the end of anchor is visible on the facade, but the only use for anchors in this context would be cosmetic separation of cables, so I would say not showing them on the facade does make more sense.

@mindforger
Collaborator
mindforger commented Dec 7, 2016 edited

i just want to calm you down and tell you that this most likely beeing an issue of mod interaction ... in early 1.7.10 it was jabba, creating rendering issues and z-fighting over very much mods ... in the mid time of 1.7.10 there was an update to carpenters doing the same

what you have to do now is reproduce this in a new world and then reduce the mods until it vanishes

@yueh
Member
yueh commented Dec 7, 2016

It is an issue of the normal vanilla renderer as there are 2 parts overlapping. The facade and anchor.

Anchors are already a special case, as there are pretty much the only part not changing the facade into a hollow one as well as the only part fitting on a dense cable. Thus to be consistent, they should really be visible. Especially as it is needed to remove them again.

@Xiaminou
Xiaminou commented Dec 7, 2016

@mindforger please read the older posts before replying, I posted a video of me reproducing it with pretty much only AE2.

@VT-14 I don't see how I was any rude, merely pointing out facts.

@leagris
leagris commented Dec 7, 2016

Z-Fighting is ugly. There is no reason to keep this as-is but solutions like: rendering a 1/8 shorter anchor when a facade is attached to it. Another option is offsetting the tip end face of the anchor 1 px inward or removing that face altogether.

@yueh yueh closed this in #2698 Dec 14, 2016
@yueh yueh added a commit that referenced this issue Dec 14, 2016
@yueh yueh Fixes anchor rendering (#2698)
* Fixes #2680: Use a shorter cable anchor model when blocked by a facade.
* Fixes #2664: Prevent anchors from creating intersection.

Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
a14cf22
@phit phit added a commit to Stonebound/Applied-Energistics-2 that referenced this issue Dec 19, 2016
@yueh @phit yueh + phit Fixes anchor rendering (#2698)
* Fixes #2680: Use a shorter cable anchor model when blocked by a facade.
* Fixes #2664: Prevent anchors from creating intersection.

Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
48cff40
@phit phit added a commit to Stonebound/Applied-Energistics-2 that referenced this issue Dec 19, 2016
@yueh @phit yueh + phit Fixes anchor rendering (#2698)
* Fixes #2680: Use a shorter cable anchor model when blocked by a facade.
* Fixes #2664: Prevent anchors from creating intersection.

Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
fb42cb3
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