mojira.dev

Anthony Di Gregorio

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Minecraft Crash Report ----
// There are four lights!

Time: 2/7/13 9:21 AM
Description: Rendering screen

java.lang.Error: Couldn't stitch terrain together.
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)

A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

– Head –
Stacktrace:
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)

– Screen render details –
Details:
Screen name: biy
Mouse location: Scaled: (195, 178). Absolute: (781, 365)
Screen size: Scaled: (480, 270). Absolute: (1920, 1080). Scale factor of 4
Stacktrace:
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)

– System Details –
Details:
Minecraft Version: 13w06a
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 968617824 bytes (923 MB) / 1029046272 bytes (981 MB) up to 1029046272 bytes (981 MB)
JVM Flags: 2 total; -Xmx1024m -Xms1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GT 440/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: TP 2x512.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~ERROR~ NullPointerException: null

The amount of RAM you allocate to the game will not matter. The game can NOT stitch together 512x textures. I am assuming this is "as intended". Check your minecraft folder for the "fake terrain" file. (IE: C:\Users\Anthony\AppData\Roaming\.minecraft\stitched_terrain.png)

4096x is the size of that file, and it should be double that for 512 textures. Of course a 8192x PNG gives Photoshop the lags...

Seems, to me, the only fix would be to have Minecraft not use a terrain.png (fake or real...)

Still happening as of Snapshot 13w07a. Reading up on the new texturing format, I am forced to ask: Is this working as intended? Since the game makes a "fake terrain.png" file, and that file seems to be limited in size (4096x or 256x textures)

Like I said before, running the MCPatcher HD textures, I can get up to 2048x before any lag shows up. So it's not a memory issue, well I suppose it is. MCPatcher uses the memory more efficiently than vanilla HD...

I can confirm that this is happening, here is a link to my pack made specifically for/with the snapshots. (IE no unstitching) As I finished the textures, the game progressively got laggier, until I completed the IronDoorLower. Once that was done, the game wouldn't even load (Locks up after "Mojang" splash) Got in, same workaround as OPoster here, and when I tried to switch to my pack. Boom! (Same crash report)

I would also like to state, using MCPatcher (before the vanilla HD snapshots) I could get up to 2048x resolution before ANY lag.

Lastly, if one hits escape (single or multiplayer) the lag/FPS drop vanishes. (At least it does for me.)

Pack: https://dl.dropbox.com/u/95865616/TP%202x512.zip