Quad ordering is incorrect after material downgrading, causing problems with certain block models
joe-vettek opened this issue ยท 6 comments
Bug Description
In vanilla MC, Mojang allowed modders to overlay textures by means of isotropic blocks, without being affected by z-depth.
An example is the grass block model, which makes layered tinting possible and more flexible.
However, in Sodium, although side coverage is still supported, There is a weird sorting problem here.
Reproduction Steps
- open minecraft and use version 1.21.1
- use Sodium
- use the test resourcepack
TESTPack.zip - place oak leaves or blue stained glass
Log File
None log, because it not crash.
debug.log
Crash Report
Possibly related to #2810?
i think yes, but not need Continuity
For reference, the result vanilla produces is oak leaves that look like a snow block.
{
"parent": "block/block",
"textures": {
"particle": "block/oak_leaves",
"all": "block/oak_leaves",
"1": "block/snow"
},
"elements": [
{
"from": [0, 0, 0],
"to": [16, 16, 16],
"faces": {
"north": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "north", "tintindex": 0},
"east": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "east", "tintindex": 0},
"south": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "south", "tintindex": 0},
"west": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "west", "tintindex": 0},
"up": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "up", "tintindex": 0},
"down": {"uv": [0, 0, 16, 16], "texture": "#all", "cullface": "down", "tintindex": 0}
}
},{
"from": [0, 0, 0],
"to": [16, 16, 16],
"faces": {
"north": {"uv": [0, 0, 16, 16], "texture": "#1", "cullface": "north"},
"east": {"uv": [0, 0, 16, 16], "texture": "#1", "cullface": "east"},
"south": {"uv": [0, 0, 16, 16], "texture": "#1", "cullface": "south"},
"west": {"uv": [0, 0, 16, 16], "texture": "#1", "cullface": "west"},
"up": {"uv": [0, 0, 16, 16], "texture": "#1", "cullface": "up"}
}
}]
}
Possibly related to #2810?
@jellysquid3 yes, iris is not need in fact