Mipmaps cause artifacts when viewing cutout textures at extremely shallow angles.
djmrFunnyMan opened this issue ยท 5 comments
Bug Description
The title describes the issue fully.
The issue starts at 2x mipmaps and is the worst at 4x mipmaps. And yes, it's not present in vanilla.
The issue was introduced in sodium 0.5.0 with 0.4.10 for 1.20.1 being the last unaffected version, so it's quite an old bug.
Below are some examples (taken with shaders cuz DOF and etc. makes it more visible)
Reproduction Steps
- Set Mipmaps to x4
- Set particles to minimal (to prevent smoke particles from interfering)
- Do tick freeze
- Place a fire or soul fire block in front of you
- Do
/tp @p ~ ~ ~ 0 0
- Walk sideways until you see it
- If you're still having trouble give yourself slowness or lower your FOV (but not too much)
- You can do /tick step until you find a frame where the fire is very low
Log File
Not relevant
Crash Report
Not relevant
That said, frankly, nothing comes to mind as to what could be causing this. A bisect would help tremendously with figuring out what commit introduced this. If you (or someone else) can at least determine which published version of Sodium introduced this problem, that would get us most of the way there.
Please do not omit the log file/crash report. This issue could be related to texture atlas stitching, which requires a complete list of resource packs + mods to be known so that others can reproduce it.
Alright sorry. It happens without any texture packs so I assumed it's an innate issue that doesn't require any specific configuration to repo.
Here's the log, crash, and texture atlas