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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.
457 B
457 B