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Right click on EnderIo Enhanced Combustion Generator with liquid stone pipe #4305

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EvoWebFrance opened this issue Nov 26, 2018 · 6 comments

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@EvoWebFrance
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commented Nov 26, 2018

BuildCraft version: 7.99.19-pre7
Forge version: 14.23.5.2770
Link to crash report or log: https://1drv.ms/t/s!AlxEbPeMguZpgYJVMur8vLBZnsUvBA
Singleplayer or multiplayer: multiplayer
Steps to reproduce: Right click on an Enhanced Combustion Generator from EnderIO with Liquid Stone Pipe for coolant liquid (water)
Additional information: I must break the pipe connected to the generator to have the GUI. If a Liquid Stone Pipe is connected to the generator, the client is crashing.

Thank you for all.

Regards

@AlexIIL

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commented Nov 26, 2018

I think this might be caused by how enderIO renders tile entities as covers, however it would be useful to see what they think. Can you open an enderIO issue as well?

@EvoWebFrance

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commented Nov 27, 2018

No problem, I will post a new EnderIO issue.
Sorry I thought it was a problem with BC...

@HenryLoenwind

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commented Nov 27, 2018

You start drawing in a FastTESR, that is just wrong. FastTESRs must render into the supplied buffer. This doesn't crash "in the world" because Forge uses a different buffer but the global one for the FastTESRs.

@AlexIIL

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commented Nov 27, 2018

Ah ok I'll make a workaround. I'm not sure if it would be better to make pipes not a fasttesr and grab the main forge fasttesr buffer or just grab a new buffer if the main tessellator is in use.

(As although fasttesr' are meant to only use the buffer and nothing else it doesn't seem to break anything other then embedded rendering - and even then this is the first timen I've heard of it breaking another mod).

@EvoWebFrance sorry for the confusion, this is definitely a BC bug.

@EvoWebFrance

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commented Nov 27, 2018

@AlexIIL : no problem for me, I really love both mods and only want to make them interroperable !!!

@HenryLoenwind

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commented Nov 27, 2018

As the FastTESR runs in an environment where (a) the GL state for the TESR's render pass is not set up and and (b) the draw order is not z-sorted, I wouldn't use workarounds to render in there anyway.

Note that you can switch between fast and normal at runtime as tileEntityIn.hasFastRenderer() is the determining factor. So if you know you only have static stuff that can be batched, return true there. That way you you are fast if you can be. (In this case please prepare for the case of being rendered normally even if you could do fast---e.g. when rendered by other mods that don't do fast at all.)

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