Altered UV breaks texture pixel alignments because Comppact Vertex Format and low precision Float UV-Coords
leagris opened this issue ยท 0 comments
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:
Broken texture pixel alignment with Oculus because of hard-coded Compact Vertex Format:
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
: