What's new?
The pale oak biome textures have been added along with a texture requested by one of the community members.
The Pale Oak Biome.
This is a major update, the most anticipated even, and now its finally here.



Bookshelf.
The texture was requested by one of the members on Patreon, I hope everyone likes this.
In fact this texture alone took more time to do than a number of other textures, as first I tried to make it work with custom model, but failed which led up to me finding a solution to make the deep POM work and improving the quality on textures that had deep POM, more on this explain later in the blog.

What changed?
Many changes, including support for new mc versions, mod support changes (continuity) and unfished textures have been completed from previous update.
Glass textures and its connected textures.
The glass and stained glass textures have now been completely changed with their connected texture support fixed.
Making random textures connect without CTM (continuity mod).
Random textures now don't rely on Continuty/CTM and are now randomly connected using custom models and blockstates.
The reason to do this was as Minecraft releases a new version the CTM feature of the resource pack would not work until the CTM/Continuity mod is also updated, which it typically does in a few days.
With this change now random textures will work without the mod, which I think is a improvement.
However textures that use the compact method of CTM/Continuity mod still rely on the mod to work.
Fixing textures rendering as translucent in latest Minecraft versions.
The issue that caused the delays in updating the resource pack, many resource packs even and not just mine due to Minecraft changing how textures are rendered in recent latest mc versions.
First of all I'd like to give a big thanks to @Luna the developer of the amazing Alpha Piscium shader pack for helping me figure out the issue, and determine the fix.
So the issue was that in new mc versions the opacity of the color texture can't be in the range of 0-255, it specifically has to be 0 or 255 for the textures to render as cutout, otherwise due to the change in rendering the texture would render as translucent.
I think I've manged to fix all textures that would render as translucent due to this change, however if you do still see any please do report it so I can fix them.
Texture sampling changes, what to expect.
The color bleeding issue has persisted in some textures in Roundista since the beginning, the issue is caused by the downsampling technique as the source textures of Roundista are actually made in 2048x and then downscaled to the public 512x/256x/128x versions.
To fix the issue I've changed the sampling technique of specific channels of textures, so while stuff like normal mapping and ao still uses the previous sampler, the color and heightmap now uses nearest sampling.
This is a change for all textures, and unless looked very closely you would probably not be able to see any change in textures other than the ones that had the bleeding issue.
That's all for this update, I hope you will enjoy it.
~ Shivam








