Description:
When hitbox visualization is enabled (F3 + B), sulfur cubes (from the latest vanilla update) exhibit a distance‑dependent rendering inconsistency, but only when their model is axis‑aligned (i.e., not rotated relative to the world axes).
Axis‑aligned sulfur cubes (e.g., those carrying a block, which forces them to face a fixed direction and align with axes, or manually summoned with rotation
0 0and NoAI) show:Close range: hitbox outline occluded by the entity’s texture/model.
Far range: hitbox outline visible on top of the texture.
Rotated sulfur cubes (default random orientation, not carrying a block) do not show this inconsistency – likely because the misalignment between the rotated model and the axis‑aligned hitbox naturally separates them, avoiding occlusion.
This indicates that the rendering order / depth testing for the hitbox relative to the entity model changes with camera distance only when the model is axis‑aligned. The expected behavior is consistent visibility regardless of distance or orientation.
Steps to reproduce:
Summon an axis‑aligned sulfur cube without a block but with NoAI and a fixed rotation of
0 0:/summon minecraft:sulfur_cube ~ ~ ~ {NoAI:1, Rotation:[0f,0f]}Press
F3 + Bto enable hitbox display.Approach the entity (≤3 blocks). Observe the hitbox outline is partially/fully hidden.
Move away (~10+ blocks). The hitbox outline becomes clearly visible over the texture.
Compare with a randomly rotated sulfur cube (default summon): the inconsistency does not occur.
Expected behavior:
Hitbox visibility should be consistent with camera distance and independent of entity orientation. Either always occluded (if model truly exceeds the hitbox) or always on top – not flipping at a distance threshold.
Actual behavior:
Only axis‑aligned sulfur cubes show distance‑dependent occlusion (near → hidden, far → visible). Rotated ones appear normal.
Affected version(s):
[e.g., 1.21.x, latest snapshot]
Additional notes:
The issue was initially observed on sulfur cubes carrying blocks because carrying a block makes them stationary and axis‑aligned. However, the root cause is orientation, not the carried block.
Possible explanation: when the model is axis‑aligned, its depth buffer interacts with the hitbox wireframe differently at varying LOD stages or camera distances.
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