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released this
2026-05-17 00:04:48 +09:00 | 8 commits to main since this releaseFix wall z-fighting and texture flicker at distance.
Reported symptom: with render_distance_blocks=256, the panel shimmered and the wall texture bled through at ~30 blocks. Both are distance-rendering bugs that were previously hidden by the default ~64-block view distance.
- SURFACE_EPSILON 0.001 → 0.02. 24-bit depth + near=0.05 gives ~1mm depth resolution at 30 blocks, so the old 1mm offset sat right at the z-fight boundary. 2cm has ~20× margin and is unnoticeable up close.
- RenderType entityCutout → entitySolid. swscale outputs RGBA with alpha=255 so there is no real cutout; the discard step just adds distance sampling noise on a dynamic non-mipmapped texture.
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