This is caused by ModLoader which creates the dynamic textures as x16 even when a HD texture pack is used.
Afterwards OptiFog has to upscale them to the correct resolution.
As far as I can see Modloader's ModTextureStatic reads the image size from the texture pack when adding new icons/tiles for mods. Where do you find the code that creates them at 16x?
I didn't experience the doubled fps as many others have, i actually experienced a halfed to almost unplayable. What did i do wrong? With lowest settings possible w/o mod i had a max of 130fps but on the surface an 70-90. Everywhere i went with the mod though was unbareable.
I have just tested the latest version of this mod compared to vanilla Minecraft 1.6.6.
I followed the proposed benchmark at http://www.reddit.com/r/Minecraft/comments/fsdop , with these changes:
Because my system has limited power unless otherwise indicated below I disable Music, set View Bobbing to OFF, Smooth Lighting to OFF, Graphics to Fancy, distance to Normal, Performance to Balanced, and Advanced OpenGL to OFF.
Always use Performance = Max on a slower system.
The "Performance" setting is a FPS limiter implemented using sleep() so it lowers the FPS even if the limit is not reached.
As far as I can see Modloader's ModTextureStatic reads the image size from the texture pack when adding new icons/tiles for mods. Where do you find the code that creates them at 16x?
It calculates it from the allocated buffer length, which is by default initialized for x16 texture.
If the width is not matching the image is resized (downscaled).
int w = bufferedimage.getWidth();
int h = bufferedimage.getHeight();
int w2 = (int)Math.sqrt(imageData.length / 4);
pixels = new int[w2 * w2];
if(w != h || w != w2)
{
BufferedImage bufferedimage1 = new BufferedImage(w2, w2, 6);
Graphics2D graphics2d = bufferedimage1.createGraphics();
graphics2d.drawImage(bufferedimage, 0, 0, w2, w2, 0, 0, w, h, null);
bufferedimage1.getRGB(0, 0, w2, w2, pixels, 0, w2);
graphics2d.dispose();
} else
{
bufferedimage.getRGB(0, 0, w, h, pixels, 0, w);
}
Has the issue with downscaled modloader textures been fixed? I'm still dealing with 16x versions of what should be 32x textures while using optifog+optimine_f_hd.
This is a problem of Optimine.
Use the Optifog only version for correct rendering of water.
Alright, I'll immediately try that. Thanks for the help!
And thank you for this plugin, it really helps with a smooth Minecraft experience. :cool.gif:
Using only OptiFog did work to make the water look nice again.
My FPS dropped by ~30 though, so I guess I'll stay with the OptiFog+Optimine combo for now.
But good to know one can always switch between the two when needed.
When one is playing around with mechanics, admiring water isn't that high priority anyways.
At least for me. :tongue.gif:
I went and made an account on the Minecraft Forums just so I can say that this mod is amazing. It has helped my Minecraft run so much better. I don't know what I would do without it. The creator of this mod must be Jeebus Christ himself or something.
Hi, I have the MILLÉNAIRE mod installed currently on my client. I also am using a Mac OS X Snow Leopard computer. I tried merging the .class files with my jar, but everytime I open up minecraft, it gets stuck at the done loading page. Can someone please explain to me what I am doing wrong? Thanks in advance.
same
I'm also sending the source to sp614x, on the off-chance he might include the patch in his future releases.
As far as I can see Modloader's ModTextureStatic reads the image size from the texture pack when adding new icons/tiles for mods. Where do you find the code that creates them at 16x?
I found a text file called optifog on my desktop.
What does this mean?
Your graphics card does not support Fancy Fog.
http://www.businessweek.com/ap/financialnews/D9O3AQ201.htm
Does the problem with the 1-pass water for HD textures still persist, or has that been fixed?
http://www.businessweek.com/ap/financialnews/D9O3AQ201.htm
My mod setup:
Optifog + Optimine 1.6.6_F_HD
Modloader
Convenient Inventory
Zombe's
Zan's Minimap
World Edit CUI
Improved Chat
This is a problem of Optimine.
Use the Optifog only version for correct rendering of water.
Always use Performance = Max on a slower system.
The "Performance" setting is a FPS limiter implemented using sleep() so it lowers the FPS even if the limit is not reached.
It calculates it from the allocated buffer length, which is by default initialized for x16 texture.
If the width is not matching the image is resized (downscaled).
Alright, I'll immediately try that. Thanks for the help!
And thank you for this plugin, it really helps with a smooth Minecraft experience. :cool.gif:
Still using an older version of this..
Edit: Downloaded Version F 1.6 had E
Still crashes if I have modloader installed :|...
Another Edit: Seems like the direct download of modloader is a bad download :dry.gif: , adfly download works.
Using only OptiFog did work to make the water look nice again.
My FPS dropped by ~30 though, so I guess I'll stay with the OptiFog+Optimine combo for now.
But good to know one can always switch between the two when needed.
When one is playing around with mechanics, admiring water isn't that high priority anyways.
At least for me. :tongue.gif:
Very nice mod, keep up the good work!