This was not the case in 1.21.10, but is quite significant in 1.21.11. Turning off texture filtering and mipmaps does not make this effect go away.
Expected results would be the behaviour from 1.21.10 and prior. It may be a good idea to define the cross as its own texture (as was done before 1.9) so we don’t need to layer multiple textures on top of it to create the same visual result.
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Sorry that I haven’t found this before submit a new one. I’ll copy my info from MC-307156 to here.
It’s caused by vanilla now force redstone wires being translucent, and as vanilla tried doing something close but not equals to nearest sample in a linear texture, screen pixels near redstone wire pixels may contain some very low alpha value. Even though it does not do some obvious effect on scene color, it does write to depth and result in z fighting with other redstone wire layers. If the layer with very low alpha pixels win, the seams appear.
Above assumption can be approved by the seams disappear if sample texture with texelFetch like vec4 color = texelFetch(Sampler0, ivec2(texCoord0 * TextureSize), 0) * vertexColor; in terrain shader, which let redstone wire pixels be fully opaque or fully transparent, without the possibility of any low alpha pixels.
Personal suggestion: as vanilla now can correctly handle tranlucent texture, there is no need to force redstone wires being translucent. And, multi layer models like redstone wire does not fit translucent well after vanilla added RGSS and anisotropic filtering.
Can confirm - 1.21.11 Pre-Release 2
~ Happy to help!