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.
// Single-sided: the back of the anchor is by design pressed against the wall the
// player clicked, so a back face is pure GPU waste. Halves the fragment shader work
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