As the latest Microsoft Vulkan‑to‑D3D12 translation layer does not support the Snapdragon 8cx Gen 2, testing is currently limited to the OpenGL backend (which itself relies on Microsoft’s OpenGL‑to‑D3D12 translation layer).
Upon entering a world, the following rendering anomalies manifest under specific camera orientations:
The player’s arm, chests placed in the world, and the black vignette overlay (letterboxing UI elements) are not rendered (culled incorrectly) at certain viewing angles.
Near the bedrock layer at the bottom of the world, particle effects fail to render when the player breaks blocks while the camera pitch angle approaches 45–90 degrees (i.e., looking downward).
Clouds in the sky are rendered as triangular primitives instead of their expected shape.(also in older versions,such as 26.1 or older)Fixed in 26.3-Snapshot-10
These rendering issues are particularly pronounced in superflat worlds.
Environment
Windows 11 on Arm;Java:25.0.1(windows arm64 version);CPU:8x Snapdragon (TM) 8cx Gen 2 @ 3.0 GHz;Display: 1920x1009(Microsoft Corporation);D3D12(Qualcomm(R) Adreno(TM) 685 GPU);OpenGL 4.1 (Core Profile) Mesa 26.2.0-devel(git-c1445345a4)
Linked issues
relates to 1
Attachments
Comments 6
OpenGL 4.1(Core Profile) Mesa 26.3.0-devel (git-95510f211a)
Windows 11 Insider Preview 25H2 (26200.9022)
Hi!
Thank you for your report!
Can you record a video or add screenshots of the issue and upload it?
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