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[BUG] "Tessellating block in world - Indium Renderer" crash when using patrix 32x. #39

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GamingWithDudeAlt opened this issue Sep 16, 2023 · 2 comments
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@GamingWithDudeAlt
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GamingWithDudeAlt commented Sep 16, 2023

Describe the bug
Basically, the game crashes with the issue "Tessellating block in world - Indium Renderer". This happened when I first placed some black concrete down, and now it's happening when joining the world. I removed this mod which fixed it, but I'll report it to the Indium dev team too if it's an issue with Indium instead.

To Reproduce
Steps to reproduce the behavior:

  1. Download Patrix 32x resource pack with this mod installed.
  2. Place some black concrete down (But this could happen with any color of concrete/wool/carpet/terracotta/concrete powder too).
  3. Game should crash with "Tessellating block in world - Indium Renderer" in the crash report.

Expected behavior
Game wouldn't crash and would be perfectly fine.

Screenshots
Screenshots can't describe it.

Desktop (please complete the following information):

  • OS: Windows 10
  • Minecraft Version: 1.20.1
  • Mod Version: 0.1.625

Additional context
Crash Report: crash-2023-09-16_17.20.38-client.txt
n/TheOmenDen.Vanadium/files/12641655/latest.log)
txt)
latest.log: [latest.log](https://github.com/theomende

@GamingWithDudeAlt GamingWithDudeAlt added the bug Something isn't working label Sep 16, 2023
@AluTheCrow
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Ah, I have a feeling I know where this issue is - on top of the other issue with Patrix's flat packs. Some of this has to do with how we are trying to bypass Sodium's color calculations. It's not directly supported by the Sodium devs, so it's a bit wonky. I'll try and get a fix out ASAP.

We also have issues working with continuity due to the way they process models and textures.

@GamingWithDudeAlt
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Ah, I have a feeling I know where this issue is - on top of the other issue with Patrix's flat packs. Some of this has to do with how we are trying to bypass Sodium's color calculations. It's not directly supported by the Sodium devs, so it's a bit wonky. I'll try and get a fix out ASAP.

We also have issues working with continuity due to the way they process models and textures.

Thanks

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