The bug
When using the fill hollow command, if you happen to replace a mobspawner, the fire particle will stay where they are. But the mob spawner block will not be there.
How to reproduce
Place a mobspawner
Fill the place where the mobspawner are with fill hollow (not air)
Fire particle will still be there
Video demonstrating the issue.
Side note
Reloging will make the particle disappear.
Related issues
is duplicated by
Attachments
Comments

Can you please list the fill command you used?
/fill ~ ~ ~ ~-6 ~6 ~-6 stone 0 hollow
/fill ~ ~ ~ ~-6 ~6 ~-6 mossy_cobblestone 0 hollow
Etc
Another thing i notice is that the box which you are filling cannot be very small.
confirmed for 14w28b
There is no 14w28b snapshot yet.
fixed in 14w30b

Not fixed, @unknown. See attachment.

Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Tried it myself, wasn't abvle to reproduce

Cannot confirm in 1.8.3

Assuming it has been Fixed.

Update
This relates highly to MC-73193.
Please include the provided command to the description.
The reason for this bug seems to be related to the size of the affected area.
Confirmed for
1.8.7 but it appears that it is not caused by the "hollow" argument but rather by the size. This command will also cause this bug
15w35e
/fill ~3 ~-1 ~3 ~-3 ~-3 ~-3 air
Relates to:

Cannot confirm anymore for 15w50a but please recheck
I can confirm this issue for 1.8.9, 15w47c, 1.9 series (all), and 1.10. I can also provide more information and there are a variety of unusual behaviors related.
I was using the clone
command and have migrated my operation to use Structure Blocks and the issue persists. The issue is purely visual, but server-side and relayed to the client and does persist through shutdown. What I've been doing is generating a maze with random cells, some of which include Monster Spawners and Enchanting Tables. When a Spawner or Table is cloned into the map (or loaded with a Structure Block) and then another block is subsequently cloned into the same location later, the particle effect emitted by the Spawner or Table remains. Also, if a Spawner or Table is cloned into a location previously occupied by a Chest, a similar glitch occurs.
I am cloning areas of 15x6x15. I have replicated the issue and it seems to require that you be cloning a certain number of blocks to trigger it; two is not enough but 200 is. I started taking screenshots of my setup but I realized it's easier to share structure files and directions! I've also discovered a few funny issues with blocks that have visual effects. I haven't tried many other blocks, but I do know that Chests, Monster Spawners, and Enchanting Tables all have unusual behaviors. Download the four structures MobSpawner
, Sandstone
, EnchantingTable
, and Chest
. Create a junk world and make a 7x5x7 spot, put a Structure Block, and load structures into the same location in order to see the different glitchy behaviors.
MobSpawner
>> Sandstone
(Glitch as described)Chest
>> Sandstone
>> MobSpawner
(Look, chest spawner!)MobSpawner
>> EnchantingTable
(Pig, you're not a Blaze)EnchantingTable
>> MobSpawner
(Uh, okay?)Chest
>> EnchantingTable
(Looks more useful than it is)
Play around with it and you'll discover that manually breaking a block that has tile entity data that occupies the glitch block will clear the problem. The problem also isn't triggered unless a larger number of blocks are changed (e.g. from stone to air, or vice versa).
Related to, if not duplicate of, MC-82703.
Confirmed for 1.11.2, where it occurs even if you fill with air without the hollow parameter. It's not just the particles; if you place another tile entity provider block in its place and break it, the particles disappear, but placing a regular block and breaking it doesn't fix the problem. Therefore, it seems the tile entity itself is staying behind, not just the particle effects.
Update for more information: after running the /fill command, if you place a chest at the location where the spawner was, the chest won't render, and instead the spinning mob inside the cage will render again. I'm guessing that's because chests also have special tile entity rendering, and so with the chest there, it begins rendering from the tile entity again--only in this case, the tile entity is still the spawner.
Can anyone reproduce in 1.12.2? I can't seem to.
EDIT: never mind, got it!
Confirmed for 1.13, but not happening for me in 18w31a from what testing I've done (very little).
Confirmed for 1.13.1.
Seems to be client side. Was hosting a server, relogged and fixed (1.13.1)
Even if you break a spawner without using the fill command you can reproduce this.
Also, confirmed for 19w04b

Fixed in 19w08b.