Closed embeddedt closed 11 months ago
I assume this is because the renderer is using floats internally that aren't relative to the player position.
Yep, vertex positions are stored as absolute floats. This should be fixable by changing them to be relative to something like 64x64 chunk regions of the world. That should have no perceivable impact on performance, it would only increase the number of multidraw calls from 1 per render pass to 2-4 when you're near a region edge.
very annoying. wish it was fixed
https://cdn.discordapp.com/attachments/908158987730550805/1144690840917258290/IMG_7830.mov
Awesome demonstration of the bug, seems like it re implements bugs from the farlands era.
to reproduce: /tp 12550820 80 0
I'm gonna try taking a crack at this one.
Fixed in 2f49792
If this isn't trivial to fix without a significant performance drop, perhaps it should be ignored, but teleporting to somewhat far coordinates like X & Z -600,000 causes the camera to stutter and the block hitbox to not match the underlying block. I assume this is because the renderer is using floats internally that aren't relative to the player position.