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Some drawtypes cause z-fighting underwater since 5.8.0-dev #13569
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The vine is defined here: minetest.register_node(creeper_name, { |
Your definition doesn't help us runsy, as you haven't included what the tiles or node_box tables are. |
It is a flat pane: helper.nodebox.flat_b = { |
@numberZero Any ideas? Interestingly drawGlasslikeNode and drawGlasslikeFramedNode have not changed. Maybe this: 35929d2#diff-4806d13ea7cfd098b8fc25a44c74c48d0367563df45bdee925277960f11c15cbL813 |
Well, i have solved the flat pane use changing from "clip" to "blend": use_texture_alpha = "blend", |
The underlying issue is well-known, it is #9276. Sorry that my PR exaggerated it, need to force some backface culling probably, like it was in FastFaces.
No, that would cause other problems. What we could is to use glPolygonOffset as was suggested in #9276. |
Just to make clear: This issue also happens without waving liquids.
Just out of interest, what are these problems? 👀 |
So fast-faces had some logic where within a scan column it found adjacent "similarly transparent" nodes and would cull those backfaces. That would not work between these columns, and hence just eliminate some of the z-fighting only... Assuming I understand the old code correctly. Getting rid of fast-faces is still the right thing, IMHO. Not sure how to fix it if we do not want to search the space of adjacent transparent nodes to find backfaces that could be culled. Or ... maybe I misunderstand :) |
Like #6903 (comment)? That should’ve been fixed... but isn’t.
I should’ve written “may”. It may cause gaps at edges due to rounding errors. Not a major problem, FastFaces had it all along. But there may be something else I simply don’t remember right now.
To my understanding, search space remains the same: it has to check for adjacent solid nodes already. Only checks will change a bit. |
Umm, I don't usually see the glitches shown in those screenshots.
Oh right, I forgot that inner edges exist. x) |
Minetest version
Does not happen with:
Bisected, issue exists since: 35929d2
cc @numberZero
OS / Hardware
GPU model: AMD vega 8
OpenGL version: OpenGL 4.6
Summary
Nodes with drawtype
glasslike
,glasslike_framed
,allfaces
, and possibly more z-fight when placed underwater (in a pool of liquid nodes (tested with liquid source nodes)).This does not happen in 5.7.0.
(This was originally reported in #13499 by @runsy. Reopened because issue template was not used.)
Steps to reproduce
glasslike
node (or whatever you want to test) from the chest of everything.The text was updated successfully, but these errors were encountered: