This feature actually works as intended. You see, RGB values don't work like that. Instead, the actual input of hex colors is: RRGGBB. So what you effectively did is #0000F0, which results in Dark Blue.
I tested the bug on 2 testing worlds (1.21.7 and 1.21.4). This time, i enabled the debug pie AND the output log and i noticed a few things. On 1.21.7, something called gpuASync shows up on the pie, not on 1.21.4 NOT ONLY THAT, but the log for the 1.21.7 world showed…
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph.sky' took aprox 277.6447 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph' took aprox 285.1255 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level' took aprox 285.6111 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world' took aprox 286.6895 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer' took aprox 290.7142 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root' took aprox 296.6316 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph.sky' took aprox 131.2641 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph' took aprox 138.7214 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level' took aprox 139.3749 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world' took aprox 140.7971 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer' took aprox 144.4732 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root' took aprox 146.4719 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph.sky' took aprox 153.4444 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph' took aprox 161.3603 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level' took aprox 162.0313 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world' took aprox 163.0752 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer' took aprox 167.1447 ms
[10:23:18] [Render thread/WARN]: Something's taking too long! 'root' took aprox 174.2406 ms
[10:23:19] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph.sky' took aprox 124.1022 ms
[10:23:19] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level.framegraph' took aprox 132.5419 ms
[10:23:19] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world.level' took aprox 133.0114 ms
[10:23:19] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer.world' took aprox 133.7823 ms
[10:23:19] [Render thread/WARN]: Something's taking too long! 'root.gameRenderer' took aprox 136.8969 ms
…this pattern appearing FREQUENTLY.
on 1.21.4, there is hardly any case of that.
Additionally on 1.21.7: “[10:02:12] [Render thread/INFO]: Using optional rendering extensions: GL_ARB_buffer_storage, GL_KHR_debug, GL_ARB_vertex_attrib_binding, GL_ARB_direct_state_access”
…this line shows up while the game starts. perhaps the visual bugs could be related to root.gamerenderer, but who knows.
Did you get a picture of the Debug Pie (F3+1), by any chance? Just curious
It also happened to me many times. For example, an instance in my survival world was that not only did the font turn pink, but also some blocks/items, as well as my skin in the inventory. Some numbers also looked weird/cutoff, and the red overlay for attacking an entity turned completely black (except for the armor on my skin). I suspect that these bugs may be shader-related, as similar effects happen when you modify the vanilla shaders
Sir, clouds are not solid. Therefore casting shadows on clouds would look weird, because a player would assume they can stand on clouds, but then pass through and realize they are not solid. Therefore, this feature works as intended.