See title.
Model UV mappings aren't limited to 0-16 values, allowing them to bleed the texture sheet.
Steps to reproduce:
Create a resource pack with the file
assets/minecraft/models/block/cube.json
with{ "parent": "block/block", "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [-16, -16, 32, 32], "texture": "#down", "cullface": "down" }, "up": { "uv": [-16, -16, 32, 32], "texture": "#up", "cullface": "up" }, "north": { "uv": [-16, -16, 32, 32], "texture": "#north", "cullface": "north" }, "south": { "uv": [-16, -16, 32, 32], "texture": "#south", "cullface": "south" }, "west": { "uv": [-16, -16, 32, 32], "texture": "#west", "cullface": "west" }, "east": { "uv": [-16, -16, 32, 32], "texture": "#east", "cullface": "east" } } } ] }
Enable the resource pack
Observe how each block now consists of 9 different textures
Expected behavior:
Either one of the following:
The model fails to process, and will instead show a missing texture for the entire element face.
The texture applied will repeat itself (eg showing stone textures 9 times, rather than once + 8 others). (This is the preferred solution, as that allows creating a repeating texture without having to duplicate elements or make the texture include itself multiple times.) This solution will also fix MC-246230 instantly, rather than make it dump missing textures, requiring a sepate fix.
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Comments 6

That is incorrect, as all models deal with UV in 1/16s of each texture.
yep right, just checked it. I was wrong
Just saying, if "you can use them if a texture is specified in the model to be higher resolution" was the case, all resource pack that have a higher than 16x16 resolution, would've needed to replace all model files.
not necessarily, since Minecraft recognizes 1x1 proportion automatically. It is meant to be used when you want the model to use only a part of a texture. But nonetheless, it turns out it's not relevant to this report

Still in 1.21.4.
I don't think negative values have any usage, but for greater than 16 I believe you can use them if a texture is specified in the model to be higher resolution