v0.4.23: fix wall z-fight and texture discard at distance
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Reported: with render_distance_blocks=256, the panel started shimmering and the wall texture bled through at ~30 blocks away. Both issues are inherent distance-rendering bugs that were previously hidden by the default ~64-block view distance. Two fixes in VideoAnchorRenderer: 1. SURFACE_EPSILON 0.001 → 0.02. With 24-bit depth and near=0.05, the smallest resolvable depth step at 30 blocks is ~1mm, so the old 1mm offset was right at the z-fight boundary. 2cm gives ~20× margin at 30 blocks and remains visually unnoticeable up close. 2. RenderType entityCutout → entitySolid. swscale outputs RGBA with alpha=255, so there is no real cutout. Cutout's alpha-discard step makes distant sampling unstable on a dynamic non-mipmapped texture; solid removes that and is the semantically correct type.
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@@ -5,7 +5,7 @@ org.gradle.configuration-cache=false
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# Mod
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# Mod
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mod_id=video_player
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mod_id=video_player
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mod_version=0.4.22
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mod_version=0.4.23
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maven_group=com.ejclaw.videoplayer
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maven_group=com.ejclaw.videoplayer
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archives_base_name=video_player
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archives_base_name=video_player
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@@ -31,8 +31,19 @@ import org.joml.Matrix4f;
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@Environment(EnvType.CLIENT)
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@Environment(EnvType.CLIENT)
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public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlockEntity, VideoAnchorRenderer.State> {
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public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlockEntity, VideoAnchorRenderer.State> {
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/** Tiny outward offset so the quad doesn't z-fight with the wall. */
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/**
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private static final float SURFACE_EPSILON = 0.001F;
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* Outward offset so the quad doesn't z-fight with the wall it sits on.
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*
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* <p>Depth-buffer precision drops with the square of view distance: with near=0.05 and
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* 24-bit depth, the smallest resolvable step at 30 blocks is ~1mm, and ~12mm at 100
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* blocks. The old 0.001 (1mm) offset was right at the precision boundary at ~30 blocks
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* — which is exactly the distance users started seeing the wall texture flicker through
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* the video panel once {@code render_distance_blocks} was raised past the default.
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*
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* <p>2cm gives ~20× margin at 30 blocks and is still visually unnoticeable up close
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* (~3% of a block thickness).
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*/
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private static final float SURFACE_EPSILON = 0.02F;
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public VideoAnchorRenderer(BlockEntityRendererProvider.Context ctx) {
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public VideoAnchorRenderer(BlockEntityRendererProvider.Context ctx) {
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// no-op
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// no-op
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@@ -75,7 +86,12 @@ public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlock
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pose.translate(-0.5F, -0.5F, -0.5F + SURFACE_EPSILON);
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pose.translate(-0.5F, -0.5F, -0.5F + SURFACE_EPSILON);
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final Matrix4f mat = new Matrix4f(pose.last().pose());
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final Matrix4f mat = new Matrix4f(pose.last().pose());
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RenderType rt = RenderTypes.entityCutout(tex);
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// entitySolid (not entityCutout): video frames come from swscale → AV_PIX_FMT_RGBA with
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// alpha hard-set to 255, so there is no alpha-tested cutout. Cutout's alpha-discard step
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// adds nothing here and makes distant sampling unstable — without mipmaps on a dynamic
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// texture, neighbouring texels can shimmer above/below the discard threshold at sub-pixel
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// sampling rates, contributing to the flicker users see once render distance is raised.
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RenderType rt = RenderTypes.entitySolid(tex);
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collector.submitCustomGeometry(pose, rt, (poseUnused, vc) -> {
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collector.submitCustomGeometry(pose, rt, (poseUnused, vc) -> {
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// Single-sided: the back of the anchor is by design pressed against the wall the
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// Single-sided: the back of the anchor is by design pressed against the wall the
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// player clicked, so a back face is pure GPU waste. Halves the fragment shader work
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// player clicked, so a back face is pure GPU waste. Halves the fragment shader work
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