Renderer Compatibility 2026 10 17 - Herbertofury/Advent-of-Ascension GitHub Wiki
Renderer compatibility continuation · 2026-10-17
The renderer repair was first accepted in the whole-mod JAR
5df930e3b8e88c5f5f12347fe020adea72184009b944af10f9aa119f6dc07643.
That preceding renderer artifact and all worlds remain available. This is a tested
renderer repair; the complete historical/latest AoA merge remains unfinished.
Tslat and contributors remain credited, and vanilla hearts remain the default.
At that renderer-repair milestone, all 24,103 preceding archive members remained. Its JAR has 24,106 members: three added state-helper classes, one repaired overlay class and a new build timestamp. Every other complete program and resource member is unchanged. All preceding Extraction, Anima, Holly Arrow, Pixon tribute and XP fixes remain.
The restored overlay used three direct OpenGL signatures in seven state reads. Those reads now query the active renderer's real state: Minecraft's normal platform API or the selected optional Hari native state interface. Renderer selection and method handles are cached; failed native access never invents defaults or silently falls back to physical OpenGL. Artwork, fades, geometry, fluid ownership and complete state restoration remain.
The complete native client/server runs passed. 24 OpenGL and 24 actual Hari Vulkan GUI draws preserve depth, blend, write mask, separate RGB/alpha factors, shader, texture and tint, including nondefault constant blend factors. Tests run at the real Forge GUI boundary inside an active render pass. Generated fixture errors remain recorded: early class loading, a remapped callback and an invalid end-of-frame draw were corrected. These failures were not promoted or hidden.
Minecraft Vulkan Hybrid
is the user-confirmed renderer. The exact selected Hari62 SHA-256 is
714106dca1ed653c1cf360863a778ff5850d12960e52e3c722062b69cf8186b3.
The production test requires native Vulkan and its documented LWJGL stack
setting. World rendering, movement and clean shutdown now also pass using the exact
canonical AoA JAR and a clean production seed. The two-mod production server
starts, saves and restarts; the signed-in native Vulkan client passes all 24
overlay cases and 673 render intervals with movement. All 67 original seed and
imported-world files remain unchanged. This replaces the earlier development-seed
qualification for this acceptance; that rejected seed's 31 absent library example
registrations remain recorded. Existing-save migration and full gameplay parity
are separate unverified gates.
Enderloom's Windows development workflow also resolves each explicitly selected input through its real file handle. All bytes and file identity are checked before native admission; 89 of 91 inputs required a physical path under Codex's redirected storage. No source authority, input choice or integrity check is lost.
The 2,000 FPS objective remains unmeasured and unmet. This update does not claim full renderer/content/pack compatibility, raster parity, multiplayer, migration, natural full progression or the complete historical/latest union. Representative dimensions, entities, fluids, particles, weapons and shaders, followed by matched full-resolution frame-time testing, remain required.
Exact current metadata · Renderer receipt hashes and limits · Whole archive inventory. Only original maintenance tooling and factual metadata are published here; original AoA code/assets and the modified JAR remain local.
Bounded acceptance checklist
- Retain all 24,103 preceding artifact members and every existing non-overlay program/resource byte.
- Pass complete native client and server and retain the previous playable profile/worlds.
- Pass all 24 real OpenGL complete-overlay state cases.
- Pass all 24 actual Hari Vulkan GUI complete-overlay state cases in the qualified disposable fixture.
- Pass normal standalone production server save/restart and signed-in client rendering/movement with a clean production seed.
- Pass a clean production-seed Hari playtest without development example registry migrations.
- Verify representative AoA entities, dimensions, particles, fluids, weapons and shaders with Hari.
- Verify pixel-level raster parity and multiplayer/save behavior for the affected scope.
- Measure equivalent full-resolution scenes, sustained FPS, lows, hitches and server ticks without quality/content/simulation reductions.
- Meet and qualify the 2,000 FPS goal for the actual measured workload and hardware.
- Complete the historical/latest union and natural full progression before removing any full-merge warning.
Subsequent current candidate
The current Pixon spawning candidate is now efa0ab75ec5f92d48c582597dfef42db0ebb00c4e66f8b837b5e080b336fa64e. It retains the accepted renderer programs byte for byte and independently passes clean Hari production/server/client and 24 actual GUI-state cases per backend. Current spawning acceptance. The renderer repair described above is retained historical acceptance; 2,000 FPS and the complete union remain open.