Flower pots emit a little light, but they shouldn't. This appears to be an error.
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I don't see it?
I ran the two images through a difference filter, and there's precisely two differences between those two images. One has a flowerpot (only the pixels showing the flowerpot have changed, nothing surrounding it), and a tiny piece showing through the door is different.

Jon, if you open the images in the full size you'll can see the small difference. I used both a LCD and a LCD LED screen to see it.

I don't really see it either.
It may look like it, because of the contrast between the pot and the background. The eye plays lots of tricks.
It actually doesn't emit light in a gameplay sense, yeah I do indeed notice an ever so tiny brightness increase. Actually not 100% what is causing it, I think the fact that its a tile-entity slightly offsets the lighting.
Not really much of a problem though 😛
Also Jon; get better diff-tools 😉

Cannot see it. The slight shadow at the chest is the same.

Well there is a tiny difference in brightness on these images. Just open them in different tabs in your browser and switch between them and you should see it.
I could reproduce the same thing with redstone dust, stone pressure plates, and so on. Might be either because of some rendering glitch with transparent blocks or because they are slightly darker than the background and the game applies some contrast/hdr filter to the rendered image.

Again a contrast enhanced diff - in fact, there is a little difference around the flower pot.
If this little difference is emitted light of the pot or diffrences in rendering is unclear

After playing around with this a bit (turning smooth lighting off makes the problem more visible), it seems to me, that transparent blocks are picking their visual brightness from either the block above them or one of the 4 block beside them and they use the maximum brightness from these blocks.
I'm not really sure why they do that, but that's clearly the source of the problem. It could problaby fixed by just using the brightness of the block itself or if that's not possible for whatever reason, just substract 1 from the previously calculated maximum brightness to compensate for the added distance from the lighting source.

On a side note, this also explains why half slabs on the ceiling are often rendered too black. The algorithm doesn't take the brightness of the block below into account, so that should probably be fixed, too.

Daedalus Young, to confirm that it's not an eye trick, you can cover the pot with your fingers and alternate the tabs where the images are opened, just as Jonathan Haas suggested. If you don't see the pot but you see the small difference in the light, there's no eye trick caused by contrast.

Applies to all transparent blocks.

Now that it was renamed I see that MC-2729 is the same issue.

Note that the summary isn't completely correct. If the light source is below the transparent block , the brightness of the transparent block is usually one light level below the light level it's supposed to be.
I added some screenshots to make this problem more visible. They are made with smooth lighting off in an enclosed cube of iron blocks.

Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Still in 13w39b.

The "fix" isn't any better - now they are one darker than the brightest neighboring block, even tall grass in direct sunlight!

That was reported in MC-45492

This bug happens AGAIN in 14w05b, after the "transparent blocks are much darker" bug was "fixed"...

Reopened (Probably MC-45492 was fixed by reverting the fix of this issue)

I think this bug is not explained correctly. The problem is that transparent blocks visually use the brighter light level that they are NEXT to.
Example pictures:

No issue found in 14w34b. Probably fixed when MC-92 was

The issue does exist in 14w34c, it was never fixed. The error occurs within gradients of light, never in total darkness, as Bad Time above mentioned. This should probably be in the description...

Attached @unknown's screenshots to this ticket and updated the description.

Ah yes. Difficult to reproduce but finally did see it. Just a visual bug though. Does not affect the lighting level.

Confirmed in 1.8.

Confirmed for 1.8.1-pre2.

Confirmed for 1.8.1-pre3, becomes extremely problematic as seen in attached screenshot (with tall grass).

Still in 1.8.1.

Confirmed all the way up to 1.8.2-pre6.

I've added some screenshots of this happening very noticeably with doors in 1.8.6. In my opinion this makes the bug more serious due to how noticeable it is. I think perhaps the description could do with being updated as well if this is all one bug, as it is much worse than just affecting flower pots! 🙂
When closed, the bottom section of the door is brighter because of the pumpkin in the floor - even though behind the door is a torch.
When open, both sections are lit evenly.

Joshua, I don't think that's a bug. When the door is closed, the bottom block of the door is closer to the light source, and so is brighter.

I've added another attachment to show that even if you light the top of the door it still doesn't match the brightness of the bottom.
I can't see how this isn't a bug because both halves need to look a similar brightness in the same way as the blocks on the wall next to it.
MC-27466 was merged with this bug so it appears it is connected rather than a separate bug in its own right.

Confirmed for 1.12-pre5.

Appears fixed in 18w05a (possibly earlier).