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[Shaders]: Tileentities don't cast shadows (with certain conditions) #877

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Darek505 opened this issue Feb 18, 2025 · 0 comments
Open
3 tasks done

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@Darek505
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Your GTNH Discord Username

darek505

Mod Version

1.0.0-beta35

Bug Report

Shaders used: ComplementaryReimagined_r5.4 + EuphoriaPatches_1.5.2


getRenderBoundingBox() != TileEntity.INFINITE_EXTENT_AABB

In vanilla this can be reproduced with chests.

It starts with x/z coordinates 0/0 :

Image

All tileentities located along the x/z 0/0 axes do not cast shadows.

What’s interesting is that such “strips” are repeated every 15 blocks (16 counting the source):

Image

Image

Image

Image


getRenderBoundingBox() == TileEntity.INFINITE_EXTENT_AABB

Here's a little simpler, tileentities that have TileEntity.INFINITE_EXTENT_AABB in getRenderBoundingBox() do not cast shadows at all:

Image


Strange things

For some reason, some tileentities (with getRenderBoundingBox() != TileEntity.INFINITE_EXTENT_AABB) can still cast shadows even while on these axes:

Image

Same thing with all other vanilla tileentities (except chest):

Image

Java Version

Java 8

Graphics Card Vendor

NVidia

Shaders

Yes: Please put relevant information about shaderpack in the report(what shaderpack, any special settings of note, etc)

MCPF or other features disabled by default

No: Go ahead and create an issue

Mod List or GTNH Pack Version

+unimixins-all-1.7.10-0.1.18
angelica-1.0.0-beta35
gtnhlib-0.6.11
HBM-NTM-.1.0.27_X5245_H261

Final Checklist

  • I have searched the issues and haven't found a similar issue.
  • I have read the known incompatibilities and this is not related to one of those.
  • I am running an officially released version. (Or, if I've compiled it myself I plan to fix the issue)
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