Graphical conflict between BTW and GLSL Shaders
Posted: Mon Aug 22, 2011 2:33 am
This is both a bug report and suggestion. The images are in spoilers.
With the latest release of BTW and the new method of storing textures, there is now a graphical glitch that occurs when someone is using the GLSL Shaders mod and the "Waving Plants/Liquids" shaders:
The saw, rope, detector, hand crank, pulley and liquid cement all have some of their textures distorted because of this.
![Image](http://i.imgur.com/CaZNo.png)
The red areas are where the plants, leaves, wheat, water & lava lie in the original terrain.png
Now I know that I can fix this by turning off the waving plants in the shader files, but I was wondering if the BTW terrain could be modified to move the affected tiles out of the "wavy vegitation areas"? Something like this: ![Image](http://i.imgur.com/UkJpH.png)
If you put the hemp growth stages where the wheat is in the original, the GLSL shaders will automatically wave the hemp when "Waving Wheat" is turned on!
I ask this only because I like both of these mods, and I'd really like them to play nice with each other.
With the latest release of BTW and the new method of storing textures, there is now a graphical glitch that occurs when someone is using the GLSL Shaders mod and the "Waving Plants/Liquids" shaders:
Spoiler
Show
![Image](http://i.imgur.com/ofn1S.png)
Spoiler
Show
![Image](http://i.imgur.com/CaZNo.png)
The red areas are where the plants, leaves, wheat, water & lava lie in the original terrain.png
Spoiler
Show
![Image](http://i.imgur.com/UkJpH.png)
If you put the hemp growth stages where the wheat is in the original, the GLSL shaders will automatically wave the hemp when "Waving Wheat" is turned on!