Disable by default the Display Stencil bits. Keep FBO bits. Acording to Mumfery and ChickenBones, it should not be nessasary and should solve the 1/4 main menu issue. Use -Dforge.forceDisplayStencil=true to enable old behavior.
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@ -319,10 +319,13 @@ public class ForgeHooksClient
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{
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ImageIO.setUseCache(false); //Disable on-disc stream cache should speed up texture pack reloading.
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PixelFormat format = new PixelFormat().withDepthBits(24);
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if (!ForgeModContainer.enableStencilBits || Boolean.parseBoolean(System.getProperty("forge.forceNoStencil", "false")))
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if (!Boolean.parseBoolean(System.getProperty("forge.forceDisplayStencil", "false")))
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{
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//Creating the display with Stencil bits causes issues on some displays.
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//According to ChickenBones, Mumfrey and Pig The only real use is in the FBO.
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//So lets default to normal init to fix the issues yet add the bits to the FBO.
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Display.create(format);
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stencilBits = 0;
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stencilBits = 8;
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return;
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}
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try
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@ -66,7 +66,6 @@ public class ForgeModContainer extends DummyModContainer implements WorldAccessC
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public static float zombieBabyChance = 0.05f;
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public static boolean shouldSortRecipies = true;
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public static boolean disableVersionCheck = false;
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public static boolean enableStencilBits = true;
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public static int defaultSpawnFuzz = 20;
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private static Configuration config;
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@ -218,12 +217,6 @@ public class ForgeModContainer extends DummyModContainer implements WorldAccessC
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zombieBabyChance = (float) prop.getDouble(0.05);
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propOrder.add(prop.getName());
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prop = config.get(Configuration.CATEGORY_GENERAL, "enableStencilBits", true);
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prop.comment = "Set to false to attempt to allocate 8 stencil bits when starting the GL display context.";
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prop.setLanguageKey("forge.configgui.stencilbits").setRequiresWorldRestart(true);
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enableStencilBits = prop.getBoolean(true);
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propOrder.add(prop.getName());
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prop = config.get(Configuration.CATEGORY_GENERAL, "defaultSpawnFuzz", 20,
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"The spawn fuzz when a player respawns in the world, this is controlable by WorldType, this config option is for the default overworld.",
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1, Integer.MAX_VALUE);
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