Minecraft 26.2 rendering changes introduced a weird edge case with Font.DisplayMode and interleaved text submissions, causing SEE_THROUGH to sometimes become not see-through, while NORMAL/POLYGON_OFFSET become see-through when used in the same path. I originally thought this was a general case of behavior being flipped, but it turned out to be an edge case, as confirmed by further testing.
This analysis was made using GPT-5.5. It seems vaguely correct, but I’m not an expert in this area, so please double-check it to be sure:
Likely bug:
SubmitNodeCollection.textsis aSimpleFeatureRenderPhase, which emitsstrictlyOrdered = false: SubmitNodeCollection.java:50 and SimpleFeatureRenderPhase.java:49. ThenRenderTypeFeatureRendereris allowed to reuse an earlier draw for the sameRenderType, moving later text before intervening text with a different display mode: RenderTypeFeatureRenderer.java:79.That is a behavioral change from 26.1.2: the old shared
MultiBufferSourceflushed the current shared render type when switching to another non-fixed render type, preserving interleavedNORMAL/SEE_THROUGH/POLYGON_OFFSETordering: MultiBufferSource.java:54.So the concrete edge case is interleaved general text submissions, e.g.
SEE_THROUGH, thenNORMAL, thenSEE_THROUGHagain in the same text phase. In 26.2, the lastSEE_THROUGHcan be merged into the firstSEE_THROUGHdraw and executed before the interveningNORMAL, making the later normal/polygon-offset text appear to defeat see-through ordering. Conversely, normal/polygon-offset text can look “see-through” if its effective draw order moved relative to depth-disabled text.
Environment
MacBook Air M1, macOS 26.5.1, both OpenGL and Vulkan
Comments 3
Sorry for not responding earlier. I should have done more research before opening this bug report too. Please feel free to change the resolution of this to “Invalid” or whatever you deem appropriate. I was facing an issue when developing a mod and believed I had genuinely hit a vanilla bug, but it turns out the whole “interleaved text submissions” thing was a false flag and I believe everything is actually working as intended.
My issue was actually caused by the fact that mod wasn’t using the SubmitNodeCollector API on 26.1, but moved to it with the BufferSource API being removed in 26.2, and I missed the fact that it renders texts before custom geometry, meaning even see-through text was rendering below our custom geometry.
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