XP Orb Textures always display a single texture with ray tracing despite having multiple different textures displayed in vanilla game.
Steps to Produce:
1. Open a ray-tracing capable world or create and enter a world with a ray tracing resource pack and turn ray tracing on.
Note: You can use any RT capable texture pack, however I've provided an "Empty-RT-Capable-RP.mcpack" which is an RT capable RP that uses only vanilla game's files without any alternations, which is suitable for testing for bugs.
2. Get yourself Bottle of Enchanting, kill mobs, ender dragon or any other activity that results in XP orbs being dropped on the ground, so you can look at them.
3. Toggle ray tracing on and off while closely observing the XP Orbs.
Observed Results:
Once ray tracing is turned on, all of XP orb textures change to a single one/smallest one, and bigger XP orbs do not display their proper texture with ray tracing (while they do without ray tracing).
(See RT-on vs RT-off images attached below)
Expected Results:
XP Orb textures should carry to ray tracing graphics mode and display the same way as they do without ray tracing.
Additional Notes:
This likely happens because UV animations become broken once ray tracing is turned on, meaning the game can not select different parts of the texture with ray tracing and ends up using the very first XP orb.
The root cause of this issue is not limited to XP Orbs, there are many instances where texture UV animations do not work with ray tracing.
Color animation of XP orbs remains fully functional with ray tracing.
I discovered a more general issue with XP orbs while attempting to fix this issue by manually assigning individual XP orb textures to its model depending on the value of UV, but apparently something prevents custom textures to be loaded for XP orbs.
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