Sodium

Sodium

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Mipmaps cause artifacts when viewing cutout textures at extremely shallow angles.

djmrFunnyMan opened this issue ยท 4 comments

commented

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.
In my testing it was present on sodium 0.5.8 0.5.11 and even 0.6.0 Alpha 3 so it seems to be an old bug

Below are some examples (taken with shaders cuz DOF and etc. makes it more visible)

Reproduction Steps

  • Set Mipmaps to x4
  • Do tick freeze (to prevent smoke particles from interfering)
  • 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

commented

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.

commented

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.

commented

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

commented

The issue first appears in Sodium 0.5.0 (0.4.10 for 1.20.1 is the last unaffected version)

Afaik that's quite a bit of commits to look through so uhm whoops

I don't know how to test individual commits so I can't assist any further. (The build artifacts expired)