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Suppress OpenGL 128(0-2) #768
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Hmm. I think FO already has the feature through Sodium/Iris/Sodium Extra. Check the video settings. If not, it would make sense to implement it in one of the three. |
What do you think of that option? Is that different? |
That is showing as disabled for me. I am still getting the error in the log. Adding my mod prevents it from being spammed. |
Perhaps it's worth finding out why the option is disabled for you then. |
Confirmed on a different device: With Performance > Use No Error Context checked, still getting the error spam. (Confirmed both with Rethinking Voxels and Complementary Reimagined.) Side note: Log monitor in Modrinth launcher seems to be ignoring duplicate message/timestamp combinations; good on them. |
Update: Mod is now available on CurseForge (pending mod approval). |
CurseForge link
Not considering UNTIL you can use Overwolf account to login; I don't want twitch.
CurseForge Mod Distribution
Unknown
Modrinth link
https://modrinth.com/mod/suppressopengl1280
Source/other link
https://github.com/AdamRaichu/suppress-opengl-1280
Mod file size
1.01 MiB
License
(any other license)
What it does
This mod prevent OpenGL debug messages with the ids
1280
,1281
, or1282
from being logged more than once in an instance.Why should it be in the modpack
I installed this modpack for the first time today. I added Rethinking Voxels, then booted it up. Over the course of seven and a half minutes of active time, I got 57376 lines in the log. The vast majority of these were OpenGL debug errors (a couple examples are below).
Let me tell you the line numbers these came from (almost exactly 4 seconds apart) in order to give you an idea of how often these were being logged. The last instance of the first line (there were 57 with the same timestamp) was on line 3955. The first instance of the second one (4 seconds later) was on line 56170!
Luckily, I had encountered a similar problem before, and decided to solve it with this simple mod.
Why shouldn't it be in the modpack
Is not on CurseForge. Also, the title may be confusing to some players, because, while the mod does not actually fix any errors, its intended purpose is to prevent errors from being logged.
Additional details
Full disclosure: I am the author of this mod. It being included in fabulously optimized would probably be great for me. However, I do think that it would be helpful for those trying to actually read the log. Looking through tens of thousands of lines of code to find what you are looking for is impractical. Also, users who want to see those errors (shader authors for example) can use the built in config to turn off suppression.
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