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MC-307156

Seams in vanilla redstone wire model

There are seams in vanilla redstone wire model. 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.

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Hi!
Thank you for your report! 

We're already tracking this issue at MC-304381, so I will resolve and link this ticket as a Duplicate

I suggest also to browse through the main issue for potential fixes. 

If you would like to add a vote and any extra information to the main ticket it would be appreciated. 

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GeForceLegend

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26.1

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