<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Rendering world behaves weirdly]]></title><description><![CDATA[<p dir="auto">Hello, i need help with rendering the world on a framebuffer. The world rendered (with mc.entityRenderer.renderWorld()) renders weirdly, i already tried enabling and disabling depth and other couple of things, i am not sure if using a framebuffer messes with it, i'm in 1.8.9 Vanilla (No forge). (and yes, i'm trying to render the world twice, for having a different camera server side). I figured here is the only place i know that can support me, so sorry if this comes off as an useless post.<br />
<img src="/assets/uploads/files/1645581300438-23eecf7b-e234-4f22-bad7-d70fd1113064-image.png" alt="23eecf7b-e234-4f22-bad7-d70fd1113064-image.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">My code:</p>
<pre><code>GlStateManager.color(1, 1, 1, 1);
GlStateManager.enableTexture2D();

GL11.glPushMatrix();

/* Bind custom framebuffer */
GL11.glPushMatrix();

float py = mc.getRenderViewEntity().rotationYaw;
float pp = mc.getRenderViewEntity().rotationPitch;
float ppy = mc.getRenderViewEntity().prevRotationYaw;
float ppp = mc.getRenderViewEntity().prevRotationPitch;
boolean c = mc.gameSettings.thirdPersonView;
mc.gameSettings.thirdPersonView = false;
mc.getRenderViewEntity().rotationYaw = mc.getRenderViewEntity().prevRotationYaw = ((Rotations) (LiquidBounce.getModuleManager().getModule("Rotations"))).yaw;
mc.getRenderViewEntity().rotationPitch = mc.getRenderViewEntity().prevRotationPitch = ((Rotations) (LiquidBounce.getModuleManager().getModule("Rotations"))).pitch;

Framebuffer fb = mc.getFramebuffer();
mc.setFrameBuffer(framebuffer);

GlStateManager.disableBlend();

mc.entityRenderer.renderWorld(partialTicks, System.nanoTime());

GlStateManager.enableBlend();

mc.setFrameBuffer(fb);

mc.getRenderViewEntity().rotationYaw = py;
mc.getRenderViewEntity().rotationPitch = pp;
mc.getRenderViewEntity().prevRotationYaw = ppy;
mc.getRenderViewEntity().prevRotationPitch = ppp;
mc.gameSettings.thirdPersonView = c;

mc.entityRenderer.setupOverlayRendering();

GL11.glPopMatrix();

/* Unbind custom framebuffer */

GlStateManager.popMatrix();
/* Bind minecraft's default framebuffer */
</code></pre>
]]></description><link>https://forum.liquidbounce.net/topic/3681/rendering-world-behaves-weirdly</link><generator>RSS for Node</generator><lastBuildDate>Tue, 19 May 2026 22:25:08 GMT</lastBuildDate><atom:link href="https://forum.liquidbounce.net/topic/3681.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 23 Feb 2022 02:03:33 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Rendering world behaves weirdly on Wed, 23 Feb 2022 15:46:17 GMT]]></title><description><![CDATA[<p dir="auto">Found the fix myself, i created the framebuffer with</p>
<pre><code>new Framebuffer(width, height, false)
</code></pre>
<p dir="auto">instead of</p>
<pre><code>new Framebuffer(width, height, true)
</code></pre>
<p dir="auto">which enables the depth... i should've known better</p>
]]></description><link>https://forum.liquidbounce.net/post/28865</link><guid isPermaLink="true">https://forum.liquidbounce.net/post/28865</guid><dc:creator><![CDATA[ThrowAway39234]]></dc:creator><pubDate>Wed, 23 Feb 2022 15:46:17 GMT</pubDate></item></channel></rss>