Oculus

Oculus

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Altered UV breaks texture pixel alignments because Comppact Vertex Format and low precision Float UV-Coords

leagris opened this issue ยท 0 comments

commented

What happened?

Sometimes Compact Vertex Format causes unwanted UV modification that breaks pixel alignments on textures.

Embeddium has issued an update to make CVF optional and preserve high-precision coordinates for UV-Mapping. It fixes the issue as long as not adding Oculus because Oculus does reprocess with Compact Vertex Format anyway with low precision Float, so it breaks texture alignment.

Screenshots

Normal rendering without Oculus and Embeddium configured to not use compact vertex format which alters UV-mapping.
embeddium-options.json

{
    "performance": {
        "use_compact_vertex_format": false,
    }
}

UV mapping is not modified and texture correctly align across blocks:
image

Broken texture pixel alignment with Oculus because of hard-coded Compact Vertex Format:
image

Relevant log output

No response

Minecraft Version

1.20.1

Oculus Version

oculus-mc1.20.1-1.6.13

Rubidium Version

embeddium-0.2.13-git.b2d864f+mc1.20.1

Operating System

Ubuntu Linux

What is your GPU?

Nvidia Geforce RTX 3070ti

Java Version

Java 1.7

Additional context

Relates to Embeddium issues:

Related Embeddium commit to Store full-precision UV coordinates when using non-compact vertices :