It looks really really cool! But it doesn't work, it says:"Can't find C:Users/Roamin/AppData/ and some more stuff." . I have a Nvidia GE-Fore GT720, so It should work. But if it doesn't, how to uninstall it?
Does the directory it is looking for exist? Its possible an anti-virus application blocked it from installing properly. You can uninstall it just like any other windows application. In Windows 7/Vista you goto Control Panel - > Programs and Features . Its listed as MCI Screensaver 3.
It looks really really cool! But it doesn't work, it says:"Can't find C:Users/Roamin/AppData/ and some more stuff." . I have a Nvidia GE-Fore GT720, so It should work. But if it doesn't, how to uninstall it?
At least Minecraft 1.6.2 has to be installed for it to work.
I have a problem with it where it renders all the blocks in 2D instead of 3D, and a few other problems.
I'm running a Windows 8.1 (64-bit) with a Intel® Celeron® processor with Intel® HD Graphics 2000. I also had these problems with version 1 and 2 of the screensaver (except those were tested on Windows 8, but same processor).
Same here, except with an AMD Radeon processor and Radeon HD 6310 Graphics. I also have OpenGL version 4.2. I ran it on the screensaver menu and directly from System32 as an exe. Help!
Same here, except with an AMD Radeon processor and Radeon HD 6310 Graphics. I also have OpenGL version 4.2. I ran it on the screensaver menu and directly from System32 as an exe. Help!
Does version 2 of the screensaver work? It makes no sense for version 3 and version 2 to not work since they use completely different rendering methods. Version 2 uses alot more of the "Fixed Pipeline" (As in stuff the graphics drivers handle instead of your application) and is targeted for OpenGL 2 (Using OGL 2 stuff).
Based on the images it is rendering in 3D(Blocks are drawn in the right location) but for some reason the VertexBufferObject's are not working. They store the actual 3D Data for the cubes/etc which are then passed to the shaders (Shaders are not complaining about not being compiled properly).
Version 2 however doesn't use VBO's, it uses VertexPointer/etc instead. A completely different rendering path.
Does version 2 of the screensaver work? It makes no sense for version 3 and version 2 to not work since they use completely different rendering methods. Version 2 uses alot more of the "Fixed Pipeline" (As in stuff the graphics drivers handle instead of your application) and is targeted for OpenGL 2 (Using OGL 2 stuff).
Based on the images it is rendering in 3D(Blocks are drawn in the right location) but for some reason the VertexBufferObject's are not working. They store the actual 3D Data for the cubes/etc which are then passed to the shaders (Shaders are not complaining about not being compiled properly).
Version 2 however doesn't use VBO's, it uses VertexPointer/etc instead. A completely different rendering path.
Makes no sense.
Version 2 works, except I can't actually have it as a screensaver, trying to preview Random Mode gives an error and opening the settings after the first time it actually opens won't work. All of this is with the installer version. The non-installer version won't even work at all.
Version 2 works, except I can't actually have it as a screensaver, trying to preview Random Mode gives an error and opening the settings after the first time it actually opens won't work. All of this is with the installer version. The non-installer version won't even work at all.
What error? As long as you place the files where the readme sais the non-installer version will work exactly the same as the installer version.
Could you run This and post the text from the advanced tab?
== General Information ==
CPU Name: AMD E-300 APU with Radeon(tm) HD Graphics
CPU Vendor: AuthenticAMD
CPU Clock Speed: 1298 MHz
RAM: 3683 MB
OS: Windows 8.1 64-bit (6.2, Build 9200)
== OpenGL Information ==
Vendor: ATI Technologies Inc.
Renderer: AMD Radeon HD 6310 Graphics
OpenGL Version: 4.2.12422 Compatibility Profile Context 13.152.1.1000
GLSL Version: 4.30
Does version 2 of the screensaver work? It makes no sense for version 3 and version 2 to not work since they use completely different rendering methods. Version 2 uses alot more of the "Fixed Pipeline" (As in stuff the graphics drivers handle instead of your application) and is targeted for OpenGL 2 (Using OGL 2 stuff).
Based on the images it is rendering in 3D(Blocks are drawn in the right location) but for some reason the VertexBufferObject's are not working. They store the actual 3D Data for the cubes/etc which are then passed to the shaders (Shaders are not complaining about not being compiled properly).
Version 2 however doesn't use VBO's, it uses VertexPointer/etc instead. A completely different rendering path.
Makes no sense.
I actually figured out I was thinking of a DIFFERENT problem I had with version 2. (Block Map for Minecraft Logo didn't work correctly. When you'd preview the changes you made to it, everything would be in the wrong place.) It works perfectly fine in version 2, except for that one problem I mentioned just now.
Looks like you have all the necessary extensions. It still makes no sense as to what is happening. If its just drawing one face for example the texture coordinates should be correct (Which they are not in the pictures).
I actually figured out I was thinking of a DIFFERENT problem I had with version 2. (Block Map for Minecraft Logo didn't work correctly. When you'd preview the changes you made to it, everything would be in the wrong place.) It works perfectly fine in version 2, except for that one problem I mentioned just now.
Looks like you have all the necessary extensions. It still makes no sense as to what is happening. If its just drawing one face for example the texture coordinates should be correct (Which they are not in the pictures).
Maybe a problem with Windows 8? There do seem to be some problems with Windows 8.1. One problem I've had is that a specific game failed to load because the system was waiting to install updates. Another was that this particular contact on Skype, every minute their mic would make a loud beeping sound. It seemed to not do that for Windows 7 users, but I had another Windows 8 user call them and they heard the beeping.
EDIT: Maybe try reusing the old rendering method of version 2?
What does it look like?
But still, that's version 2. We're trying to get version 3 working.
Looks like you have all the necessary extensions. It still makes no sense as to what is happening. If its just drawing one face for example the texture coordinates should be correct (Which they are not in the pictures). What does it look like?
What error? As long as you place the files where the readme sais the non-installer version will work exactly the same as the installer version. Could you run This and post the text from the advanced tab?
OK, the texture coordinate thing may be correct. It's just crazy enough to be true. XD The only problem with Version 2 in my experience is two .sdf files in the ssmci folder: 'blocks' and 'options'. My computer is going crazy with them because it doesn't know what to use to open them. Sigh.
Maybe a problem with Windows 8? There do seem to be some problems with Windows 8.1. One problem I've had is that a specific game failed to load because the system was waiting to install updates. Another was that this particular contact on Skype, every minute their mic would make a loud beeping sound. It seemed to not do that for Windows 7 users, but I had another Windows 8 user call them and they heard the beeping.
EDIT: Maybe try reusing the old rendering method of version 2?
But still, that's version 2. We're trying to get version 3 working.
Version 2's rendering is completely different to version 3. Version 2 uses OpenGL 2 stuff and Version 3 uses the new way of doing things introduced in OpenGL 3. It would effectively be re-writing the screensaver.
Getting Version 3 working is not likely because i have no idea what could cause that problem. Its not a common OGL issue and i can't find anything online about anything similar.
The problem is that 2D stuff works, so it can't be a problem with VertexBufferObject's or VertexArrayObjects, 3D works in the sense that the Falling Blocks are in the correct positions, so Shaders are working fine. But the fact that the 3D models are drawn with a single flat face with incorrect texture coordinates would suggest something is wrong with VertexBufferObject's or VertexArrayObjects. Makes no sense. Basically 2D is 3D except the camera is in a different perspective.
OK, the texture coordinate thing may be correct. It's just crazy enough to be true. XD The only problem with Version 2 in my experience is two .sdf files in the ssmci folder: 'blocks' and 'options'. My computer is going crazy with them because it doesn't know what to use to open them. Sigh.
sdf stands for Stucuk's Data Format. Its a custom format for storing data. Blocks contains the model data and options contains all the settings data.
Very interesting screensaver, seems to work great. One suggestion though; an option to manually cap the frame rate, either a text field or a drop down with 120, 60, 30, 15, ect. to choose from. I love "falling blocks" but it is a serious GPU hog if I leave vsync off and I would actually like to cap it at 15 or 30 fps since it's just a screensaver and I don't need it heating up my laptop.
edit: also the screensaver does not close with mouse movement, a fix would be much appreciated
Very interesting screensaver, seems to work great. One suggestion though; an option to manually cap the frame rate, either a text field or a drop down with 120, 60, 30, 15, ect. to choose from. I love "falling blocks" but it is a serious GPU hog if I leave vsync off and I would actually like to cap it at 15 or 30 fps since it's just a screensaver and I don't need it heating up my laptop.
The point of VSync is to cap the frame-rate, it should be left on. Is your laptop heating up with vsync on?
edit: also the screensaver does not close with mouse movement, a fix would be much appreciated
That's by design. It only closes with a mouse click or a keyboard press. Certain mouse send mouse movement updates even if they haven't been moved, i never found a good solution to the problem so with Version 3 i didn't re-implement the feature.
The point of VSync is to cap the frame-rate, it should be left on. Is your laptop heating up with vsync on?
I know, but it caps it to my display refresh rate which is 60, if I could cap it to 30 it would have less overhead but should look and function more or less the same. I believe a screensaver should use as few resources as possible while still being visually pleasing to the user and frame rate is a very easy sacrifice for a sceensaver.
Quote from Stucuk»
That's by design. It only closes with a mouse click or a keyboard press. Certain mouse send mouse movement updates even if they haven't been moved, i never found a good solution to the problem so with Version 3 i didn't re-implement the feature.
Maybe not force it by default but it would be nice to have it as an option, it's very awkward not being able to banish a screensaver with mouse movement.
I know, but it caps it to my display refresh rate which is 60, if I could cap it to 30 it would have less overhead but should look and function more or less the same. I believe a screensaver should use as few resources as possible while still being visually pleasing to the user and frame rate is a very easy sacrifice for a sceensaver.
Well for saving resources its best to set the power options to turn off the monitor after X minutes. It also seems to close any screensaver thats open when it does it (At least on Windows 7). So if you use both a screensaver and the power options to turn the monitor off you need to set them to different values if you want to see the screensaver.
Well for saving resources its best to set the power options to turn off the monitor after X minutes. It also seems to close any screensaver thats open when it does it (At least on Windows 7). So if you use both a screensaver and the power options to turn the monitor off you need to set them to different values if you want to see the screensaver.
Yes I know, that's already set up, I'm talking about while the screensaver is actually running.
iv'e noticed that the screen saver problem mainly happens to windows 8, 8.1 users, so i'm going to try it with a windows 7 laptop
oh and i'm back
do you mean "Error: TMCI_PackedImage.Pack - PNG ERROR - FS=0" ? If so you need to have a copy of a non snapshot version of minecraft on your computer which is v1.6 or higher (Snapshots don't seem to get stored on your computer, only the stable versions).
Versions are stored in %APPDATA%\.minecraft\versions\ and are where the screensaver gets the default images.
I Can't get the screensaver to find a minecraft install on either my desktop or laptop. I'm running windows 8.1 on both, and am using the new minecraft launcher. It just says to run minecraft.
Does the directory it is looking for exist? Its possible an anti-virus application blocked it from installing properly. You can uninstall it just like any other windows application. In Windows 7/Vista you goto Control Panel - > Programs and Features . Its listed as MCI Screensaver 3.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
At least Minecraft 1.6.2 has to be installed for it to work.
Same here, except with an AMD Radeon processor and Radeon HD 6310 Graphics. I also have OpenGL version 4.2. I ran it on the screensaver menu and directly from System32 as an exe. Help!
Does version 2 of the screensaver work? It makes no sense for version 3 and version 2 to not work since they use completely different rendering methods. Version 2 uses alot more of the "Fixed Pipeline" (As in stuff the graphics drivers handle instead of your application) and is targeted for OpenGL 2 (Using OGL 2 stuff).
Based on the images it is rendering in 3D(Blocks are drawn in the right location) but for some reason the VertexBufferObject's are not working. They store the actual 3D Data for the cubes/etc which are then passed to the shaders (Shaders are not complaining about not being compiled properly).
Version 2 however doesn't use VBO's, it uses VertexPointer/etc instead. A completely different rendering path.
Makes no sense.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Version 2 works, except I can't actually have it as a screensaver, trying to preview Random Mode gives an error and opening the settings after the first time it actually opens won't work. All of this is with the installer version. The non-installer version won't even work at all.
What error? As long as you place the files where the readme sais the non-installer version will work exactly the same as the installer version.
Could you run This and post the text from the advanced tab?
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
CPU Name: AMD E-300 APU with Radeon(tm) HD Graphics
CPU Vendor: AuthenticAMD
CPU Clock Speed: 1298 MHz
RAM: 3683 MB
OS: Windows 8.1 64-bit (6.2, Build 9200)
== OpenGL Information ==
Vendor: ATI Technologies Inc.
Renderer: AMD Radeon HD 6310 Graphics
OpenGL Version: 4.2.12422 Compatibility Profile Context 13.152.1.1000
GLSL Version: 4.30
== GLExtentions ==
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trace
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control
WGL_ARB_extensions_string
WGL_ARB_pixel_format
WGL_ATI_pixel_format_float
WGL_ARB_pixel_format_float
WGL_ARB_multisample
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_ARB_pbuffer
WGL_ARB_render_texture
WGL_ARB_make_current_read
WGL_EXT_extensions_string
WGL_ARB_buffer_region
WGL_EXT_framebuffer_sRGB
WGL_ATI_render_texture_rectangle
WGL_EXT_pixel_format_packed_float
WGL_I3D_genlock
WGL_NV_swap_group
WGL_ARB_create_context
WGL_AMD_gpu_association
WGL_AMDX_gpu_association
WGL_ARB_create_context_profile
WGL_NV_DX_interop
WGL_NV_DX_interop2
WGL_NV_float_buffer
== DxDiag DisplayDevices ==
0:
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szDescription: AMD Radeon HD 6310 Graphics
szKeyDeviceID: Enum\PCI\VEN_1002&DEV_9802&SUBSYS_188B103C&REV_00
szKeyDeviceKey: \Registry\Machine\System\CurrentControlSet\Control\Video\{4056D7C6-BB54-45B7-83BD-12D71E0F564F}\0000
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I actually figured out I was thinking of a DIFFERENT problem I had with version 2. (Block Map for Minecraft Logo didn't work correctly. When you'd preview the changes you made to it, everything would be in the wrong place.) It works perfectly fine in version 2, except for that one problem I mentioned just now.
Looks like you have all the necessary extensions. It still makes no sense as to what is happening. If its just drawing one face for example the texture coordinates should be correct (Which they are not in the pictures).
What does it look like?
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Maybe a problem with Windows 8? There do seem to be some problems with Windows 8.1. One problem I've had is that a specific game failed to load because the system was waiting to install updates. Another was that this particular contact on Skype, every minute their mic would make a loud beeping sound. It seemed to not do that for Windows 7 users, but I had another Windows 8 user call them and they heard the beeping.
EDIT: Maybe try reusing the old rendering method of version 2?
But still, that's version 2. We're trying to get version 3 working.
OK, the texture coordinate thing may be correct. It's just crazy enough to be true. XD The only problem with Version 2 in my experience is two .sdf files in the ssmci folder: 'blocks' and 'options'. My computer is going crazy with them because it doesn't know what to use to open them. Sigh.
Version 2's rendering is completely different to version 3. Version 2 uses OpenGL 2 stuff and Version 3 uses the new way of doing things introduced in OpenGL 3. It would effectively be re-writing the screensaver.
Getting Version 3 working is not likely because i have no idea what could cause that problem. Its not a common OGL issue and i can't find anything online about anything similar.
The problem is that 2D stuff works, so it can't be a problem with VertexBufferObject's or VertexArrayObjects, 3D works in the sense that the Falling Blocks are in the correct positions, so Shaders are working fine. But the fact that the 3D models are drawn with a single flat face with incorrect texture coordinates would suggest something is wrong with VertexBufferObject's or VertexArrayObjects. Makes no sense. Basically 2D is 3D except the camera is in a different perspective.
sdf stands for Stucuk's Data Format. Its a custom format for storing data. Blocks contains the model data and options contains all the settings data.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
edit: also the screensaver does not close with mouse movement, a fix would be much appreciated
The point of VSync is to cap the frame-rate, it should be left on. Is your laptop heating up with vsync on?
That's by design. It only closes with a mouse click or a keyboard press. Certain mouse send mouse movement updates even if they haven't been moved, i never found a good solution to the problem so with Version 3 i didn't re-implement the feature.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
I know, but it caps it to my display refresh rate which is 60, if I could cap it to 30 it would have less overhead but should look and function more or less the same. I believe a screensaver should use as few resources as possible while still being visually pleasing to the user and frame rate is a very easy sacrifice for a sceensaver.
Maybe not force it by default but it would be nice to have it as an option, it's very awkward not being able to banish a screensaver with mouse movement.
Well for saving resources its best to set the power options to turn off the monitor after X minutes. It also seems to close any screensaver thats open when it does it (At least on Windows 7). So if you use both a screensaver and the power options to turn the monitor off you need to set them to different values if you want to see the screensaver.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Yes I know, that's already set up, I'm talking about while the screensaver is actually running.
oh and i'm back
do you mean "Error: TMCI_PackedImage.Pack - PNG ERROR - FS=0" ? If so you need to have a copy of a non snapshot version of minecraft on your computer which is v1.6 or higher (Snapshots don't seem to get stored on your computer, only the stable versions).
Versions are stored in %APPDATA%\.minecraft\versions\ and are where the screensaver gets the default images.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft