Known Incompatiblity+Fixes: because there are still people who dont read the curse page fully!
- FoamFix-Anarchy + Tinkers Construct: You will find to have some Tinkers Construct tools have just white, Textures. Sadly i can't fix that since its a multiple things combined causes this issue.
To fix that issue for you disable the dynamicItemModels option in FoamFix-Anarchy Config. This is only a issue with the Anarchy version. The law version is totally fine! - MCPatcher: MC-Patcher isn't registering his textures properly and causes a problem when textures need to be reloaded, that is not TexFix fault its MCPatchers fault for not properly registering the textures that it patches. MC has a system that allows to have a custom Texture Loader and MCPatcher isn't telling that it needs that. If you want to have that bug fixed tell the dev to do his work properly!
If you wonder "Is mod X compatible to TexFix" and it is not listed here, then its either compatible or nobody tried that combo before. So try it out and if you have gain issues after installing report them.
Also if you want a "Supported" mods list report them here too then i can make a list.
Since this mod is on curse you can put it in your curse pack!!!!! yes because i still get asked about this shit that should be common sense.
Minecraft has a cool feature for loading textures, it loads them into ram and then uploads them to the GPU,
what normally would happen after that is if the texture isn't animated mc would get rid of the TextureData from your Ram.
Thanks to forge this isn't a thing any more.
There comes this mod into play, after everything is loaded it goes over your texture manager and deletes all the none animate sprites from your ram to reduce the amount of Ram that is using.
For vanilla forge playing that has no real effect.
But usually modpacks have a lot more textures then usually, I have seen packs with 40k textures. I use that as an end example:
Vanilla mc has 729 (795 for 1.12) texture in 1.10.2 that are not animated.
So here is the list of how much that saves:
- 16x Textures = 1KB per Texture = 729KB in Vanilla = 5MB with 5k Textures = 39MB with 40k Textures,
- 32x Textures = 4KB per Texture = 2,8MB in Vanilla = 20MB with 5k Textures = 156MB with 40k Textures,
- 64x Textures = 16KB per Texture = 11MB in Vanilla = 78MB with 5k Textures = 625MB with 40k Textures,
- 128x Textures = 66KB per Texture = 46MB in Vanilla = 312MB with 5k Textures = 2,5GB with 40k Textures,
- 256x Textures = 262KB per Texture = 182MB in Vanilla = 1.2GB with 5k Textures = 10GB with 40k Textures,
- 512x Textures = 1MB per texture = 729MB in Vanilla = 5GB with 5k Textures = 40GB with 40k Textures
This assumes ofcourse that every texture is that spesific size but even if you have a mix inside of that you get a bit of memory saving,
since that data is there and does nothing! It is already inside your GPU and its used there.
Also these effects can be greater if Midmapping is used, since mc creates duplicated data to generate these, if you use midmapping then expect a lot more memory being saved. (this is not counted log)
After the Textures are loaded there will be a log of this tool that say: X Amount of textures were fixed and you saved Y amount of MB (Z amount of Bytes)
Also this tool is client only!
Also it is compatible with 99,999% of the mods that are out there. (Even FoamFix)
Hi there, i would like to ask, is there any solutions/workaround for the log spam in this issue?
Github
In reply to reddvilzz:
Eh this has nothing to do with texfix. The only thing that TexFix it clears the unessesary pixeldata from Block/Item textures and adds a reloadhook for them if it is accessed. If it does not contain TextureAtlasSprite in the log then texfix has nothing to do with it.
In reply to Speiger:
Well based on what I've tested and the other person tested in the other issue we narrowed it down with both just texfix and ConArms. So I guess ConArms the one that causing it? The devs seems don't respond to the issue anymore though.
In reply to reddvilzz:
Ok i think i know what this is. This crashlog is useable to the point where i have a testcase.
I am not sure who causes that issue but basically for whatever reason when reloading the texture it just gets rid of my notifier while they use my notifier to gather data, which when it got replaced has 0 data in hte first place. This could be caused due to TC itself or by just a bug.
In reply to Speiger:
So the log spam is coming from TexFix? Is it possible to add an exception to it so it doesn't keep spamming the log? I don't know the performance impact or the long term issues it will cause when this keep happening though. One thing clear is if the spamming keep happening, it will eat lots of space in the hard drive for the log because of it.
In reply to reddvilzz:
Look at the issue again.
In reply to Speiger:
Ah okay thanks, I haven't watch the issue again. Thank you for the explanation.
Is there a way I can fix textures on my own with custom items without having to talk to the texture developer? Because TexFix causes an error when I use textures with custom items, the items are in 2D. Items such as sword, bow, fishing rod, etc., any custom item I put in my hand is in 2D.
This link shows how the sword looks in my hand: https://prnt.sc/weh7j5
In reply to originalbarber:
Does this also happen when you do it without texfix? Also what do you use to achieve that?
In reply to Speiger:
No, this error only occurs when I use the TexFix mod. I use this texture pack to get more textures for custom items in the hypixel skyblock, here is the texture link I use: https://packshq.com/content/packs/index.html
Where do you find the log you mentioned in the description? MC Eternal with a shader is a killer on ram.
In reply to mrquinn097:
Gamelog on startup or texture reload.
1.16?
In reply to sound_of_silence221:
Would be awesome. 1.16.4????
Can you please make 1.16.2 version?
Please 1.15.2
In reply to bullfighter2009:
x2
In reply to bullfighter2009:
Sry but the earliest method where it "might" be possible again is 1.16.4 due changes in MC requiring ASM and 1.16.4 introducing for me a "useable" asm solution that is not requiring me to use the actual ASM library but mixins.
In reply to Speiger:
There aren't many people left who care about people with low/er-end devices. I loved what you have done. I hope that I can keep loving it with newer MC versions. 😁
i need to put this in my server mod folder too?