Parrish reports: all cut glass is blinking rapi ... #6728
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Reference: your-land/bugtracker#6728
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Parrish reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
can't repro, what kind of cut glass?
happening on main 5.8
happening on test 5.8
not happening on test 5.7
(note these are YL servers, nothing to do with clients)
SEE VIDEO ATTACHED
Case of z-fighting, since when does that happen?
it appears to happen if the server it's on is 5.8
it appears NOT to happen if the server it's on is 5.7
I did not test other versions.
Is that solved with latest MTG? (5.11.0)
I still have it in 5.11 windows.
This is caused by z-fighting (the vertices of adjacent blocks having same exact coordinates).
It can be fixed in moreblocks, by scaling meshes by small amount.
I tried placing obsidian slope and SGG slope so that they have one face touching.
Then I scaled the moreblocks_slope.obj model by 0.9999 - this causes the effect to appear from the distance of about 30 blocks away.
If scaled by 0.999, then shimmering effect will appear from farther away, etc. So you want to scale the model down more, so they don't start overlapping when you move away and depth resolution decreases.
0.999 is pretty much invisible gap from up-close.
Those blocks are meshes anyways, so we can do whatever we want without losing fps.
Possible solution: Override visual_scale
https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md?plain=1#L9967
I tried
visual_scale = 0.999
it did work. Feels like this should be fixed upstream though...