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Lucent provides dynamic lights (light emitted from holding a torch, etc). With Embeddium installed, the dynamic light source snaps to center of the block instead of following the player smoothly. This behaviour doesn't change with adding Embeddium++ and Oculus. Lucent settings: smoothBlending enabled, threadedRendering both enabled and disabled tested
This is likely caused by Lucent using 8 bits to store the rendered light value. Vanilla only uses the top 4 bits, and many of the functions in vanilla that interact with the lightmap also assume 4-bit values.
This cannot be fixed before we stop remaining compatible with Sodium 0.5.8 addons, as it requires making a major change to Embeddium's light code that will break Indium at the very least, and likely other add-ons.
In my testing with a standalone instance, the light blending is still smooth enough to be tolerable even with this limitation.
I spent some more time investigating this today, and I'm not sure it's worth fixing, especially since Forge's own lighting pipeline (when enabled) also makes the assumption that only 4 bits matter, and thus has the same flickering problem. If we do opt to fix this, it will likely be in 1.21 or later.
Bug Description
Lucent provides dynamic lights (light emitted from holding a torch, etc). With Embeddium installed, the dynamic light source snaps to center of the block instead of following the player smoothly. This behaviour doesn't change with adding Embeddium++ and Oculus. Lucent settings:
smoothBlending
enabled,threadedRendering
both enabled and disabled testedReproduction Steps
Log File
latest.log
debug.log
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