Key |
Summary |
Status |
Reporter |
Assignee |
Created |
|---|---|---|---|---|---|
| MC-312270 |
The game crashes when trying to open the inventory while spectating a mob
|
Confirmed
|
|
|
|
| MC-311884 |
The world does not load in properly
|
Awaiting Response
|
|
|
|
| MC-311866 |
The game crashes when opening in fullscreen mode
|
Plausible
|
|
|
|
| MC-311456 |
VSync can be disabled even when the option isn't
|
Fixed
|
|
|
|
| MC-311404 |
Severe framerate degradation when moving/turning on a Snapdragon X CPU and Adreno X1-45 GPU
|
Invalid
|
|
|
|
| MC-311345 |
Reloading resource packs with the OpenGL rendering backend when in a world causes visual glitches and crashes
|
Fixed
|
|
|
|
| MC-311157 |
On some graphics cards, menu background blur creates black bands along the in-game horizon
|
Awaiting Response
|
|
|
|
| MC-310998 |
The game window turns fully black after some time on some systems with the OpenGL rendering backend
|
Plausible
|
|
|
|
| MC-310592 |
Severe rendering errors occur on Windows devices with a Snapdragon 8cx Gen 2 CPU
|
Fixed
|
|
|
|
| MC-310543 |
The JVM crashes with `EXCEPTION_ACCESS_VIOLATION` in `atio6axx.dll` on Boot Camp (AMD Radeon Pro 555X)
|
Fixed
|
|
|
|
| MC-310455 |
`copyTextureToBuffer` produces padded rows with the OpenGL rendering backend but tightly-packed rows with the Vulkan one
|
Fixed
|
|
|
|
| MC-310383 |
The per-target blend state diverges between the OpenGL and Vulkan rendering backends
|
Fixed
|
|
|
|
| MC-310382 |
The game crashes when applying a resource pack with a shader that uses `#include` with uppercase characters in the path
|
Fixed
|
|
|
|
| MC-310360 |
`clearColorTexture` and `clearDepthTexture` clear all mipmaps with the Vulkan rendering backend, unlike with the OpenGL one
|
Fixed
|
|
|
|
| MC-310359 |
`mipLevel` is not respected when `copyTextureToTexture` is used
|
Fixed
|
|
|
|
| MC-310358 |
The conditions for `depthBiasEnable` differ between OpenGL and Vulkan
|
Fixed
|
|
|
|
| MC-310357 |
The OpenGL rendering backend passes 3 to `GL_UNPACK_ALIGNMENT`, which is invalid
|
Fixed
|
|
|
|
| MC-310331 |
The game crashes on Wayland with the OpenGL rendering backend
|
Fixed
|
|
|
|
| MC-310319 |
The game crashes when the `spider` post effect is applied
|
Fixed
|
|
|
|
| MC-309872 |
The system freezes when pressing the Windows key with the "Exclusive Fullscreen" option enabled
|
Fixed
|
|
|
|
| MC-309609 |
The game can crash when loading OIT shaders even with the "Improved Transparency" option disabled
|
Fixed
|
|
|
|
| MC-309479 |
The game crashes during the loading screen with the message "Failed to wait for frame completion" on some systems
|
Fixed
|
|
|
|
| MC-308647 |
The resource packs screen can cache font glyphs incorrectly after toggling the "Font Settings" option
|
Fixed
|
|
|
|
| MC-308593 |
Animated blocks (notably water and lava) render incorrectly on some graphics
|
Fixed
|
|
|
|
| MC-308533 |
JVM crash when two shaders fail to compile when using Vulkan
|
Fixed
|
|
|
|
| MC-308484 |
`VulkanRenderPass`: scissor is never set when `renderArea` is null
|
Fixed
|
|
|
|
| MC-308477 |
The vertex buffer slot is hardcoded to 0 in `VulkanRenderPass.drawMultipleIndexed()`
|
Fixed
|
|
|
|
| MC-308476 |
The timeout passed into `glClientWaitSync` is in milliseconds instead of nanoseconds
|
Fixed
|
|
|
|
| MC-308475 |
The depth clear value is ignored in `GlCommandEncoder.createRenderPass()`
|
Fixed
|
|
|
|
| MC-308457 |
The game crashes on systems that don't support Vulkan
|
Fixed
|
|
|
|
| MC-308452 |
The game crashes on startup on Mac
|
Fixed
|
|
|
|
| MC-308344 |
Validation error when compiling shaders containing in/out array or matrix variables with the Vulkan rendering backend
|
Fixed
|
|
|
|
| MC-308281 |
OpenGL MultiDraw crash due to missing element buffer bind
|
Fixed
|
|
|
|
| MC-308265 |
Error: java.lang.IllegalStateException: Failed to complete GPU fence: 1281
|
Fixed
|
|
|
|
| MC-308135 |
Large core shader files fail to load when using the Vulkan rendering backend
|
Fixed
|
|
|
|
| MC-307996 |
The game cannot use hardware acceleration on devices lacking the `fillModeNonSolid` Vulkan feature
|
Fixed
|
|
|
|
| MC-307938 |
Low performance with the Vulkan rendering backend on AMD GPUs
|
Fixed
|
|
|
|
| MC-307899 |
Adding large animated textures to atlases causes the Vulkan rendering backend to run out of memory
|
Fixed
|
|
|
|
| MC-307830 |
The game's framerate is limited to 20 fps with the Vulkan rendering backend on some systems
|
Fixed
|
|
|
|
| MC-307726 |
The game freezes in fullscreen mode with the Vulkan rendering backend
|
Invalid
|
|
|
|
| MC-307626 |
The selection lists in the pack selection screen can extend outside the bounds of the game window, violating the Vulkan specification
|
Fixed
|
|
|
|
| MC-307596 |
The OpenGL rendering backend seems to be very laggy
|
Fixed
|
|
|
|
| MC-307503 |
The game can crash due to timeout while playing with the Vulkan rendering backend
|
Community Consensus
|
|
|
|
| MC-307499 |
The game crashes upon detecting invalid shader files during loading
|
Fixed
|
|
|
|
| MC-307452 |
Significant performance regression with the Vulkan rendering backend
|
Fixed
|
|
|
|
| MC-307442 |
The game crashes upon startup on Mac systems with Intel graphics of Gen8 architecture
|
Fixed
|
|
|
|
| MC-307423 |
JVM crash when launching the game with the Vulkan rendering backend
|
Fixed
|
|
|
|
| MC-307421 |
Vulkan does not trigger an error when a resource pack that cannot be loaded is loaded
|
Fixed
|
|
|
|
| MC-307384 |
Screen tearing occurs with the Vulkan rendering backend in fullscreen mode with lower framerates, even if VSync is enabled
|
Fixed
|
|
|
|
| MC-307383 |
The "Exclusive Fullscreen" setting does not work with the Vulkan rendering backend
|
Fixed
|
|
|