non-standard pipeline, state calls or set flags cause driver-level render filtering to fail, most specifically AA settings. Standard OGL deferred rendering is not affected.
solutions;
use more standard modern game deferred rendering
add an option for SSAA
if it is indeed just set states or flags that force-disable driver settings, provide an option to disable these.
this seems to be a known bug since 1.7.2.
side note for those who might not know; in the options file there's an option called 'fboEnable', if you set this to false it'll disable the deferred render and rendering behaves like it did in mc 1.6 and earlier. so ie things like SSAA will work correctly etc.
.13+ note; you can nolonger disable the FBO to switch back to forward rendering, so the above fix nolonger works.
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a sub issue seems that FRAPs (and I imagine others) don't recognize mc1.8 as a valid 3D application, if something in the window system was changed recently then that would be a likely cause, and likely been done somewhat incorrectly, for example rendering to a window texture over rendering to a window GL context is a bad idea as it more than likely causes unneeded buffer copy-backs (ie; VRAM > RAM > VRAM each frame, which is very bad and slow).
back to the main issue, the common modern 'correct' deferred render is to use Multisample framebuffers, they behave identically to standard ones, however their real size is determined driver-level and they don't have an internal depth buffer, the later is not a problem as if you need it in post-processing you can always define your own depth buffer via the use of gl_FragCoord or more optimally just passing through your positions as another vector4, or alternatively just pass the depth of the position as a float, either of these should work and you can change the graph if you desire (default GL depths is logarithmic-like), only note there is gl_FragCoord last I checked was being retired and may not be in later contexts.
that being said, I cant necessarily explain the whole gist of modern GLSL rendering as I have my own projects to attend to, but this is only the very basic stuff and you can find various info all over the place.
Is this still an issue in the current Minecraft Snapshot 15w45b 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.
Has the pipeline been updated to use the modern multi-sample objects? If not then the main issue still remains, ie; FBOs must be disabled for AA to be functional.
Render quality has improved marginally, we're not seeing many block edge artefacts, however anisotropic filtering and multisample FBO's are still not present.
Item rendering still looks awful (1.14 and up bug I think), but that's technically a separate issue I'm pretty sure.
[media]... I spoke too soon it seems. 1.16 has introduced a new bug, where when the game is set to fabulous mode, the resolution is nolonger correct and lower than that of the display's. In essence, the window size is not detected correctly, and a lower buffer resolution is used, resulting in severe pixelation.
This is also technically a separate bug, as it's a fault specifically in the window size handling/detection code.
... ok the resolution is definitely of itself a separate issue, fast and fancy are also affected.
MC-191780
@unknown The bug in the screenshot is MC-73186.
Which graphics card do you have?