I wanted to summon a fallingSand entity of stained glass (block 95) so I typed this command into a command block.
/summon FallingSand ~ ~7 ~ {Time:1, TileID:95, Data:4}
When I saw the glass falling, it was opaque and I could not see through it (I tried with many colours and they all had the same outcome). When I tried this with normal glass (block 20) it worked perfectly. In the picture you can see this happening on the stained glass block at the top.
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Faulty logic is being used to justify this being a bug. Regular glass works fine because it is alpha tested, not alpha blended. These are two different things. Alpha testing is supported on entities, alpha blending is not.
Wait what? Why is it normal for stained glass to be opaque as an entity? Every single other transparent block in the game renders normally, even fences.
I'd also like to know what Mog means by "faulty logic". I see no faulty logic in expecting a glass block to render as semi-transparent.
It's a technical limitation that can't be solved until Mojang is willing to require a higher level of OpenGL, which would break compatibility with some video cards, particularly many integrated ones. Because stained glass is colored, it would have to mix the colors, which would require alpha blending. Normal transparent blocks only require alpha testing, to determine which pixels to display.
Falling sand entities always are solid blocks. Try it with fences, for example. I would close this as "works as expected".