[MC-3718] Textures and Effects are off when far away from the center of the map Created: 22/Nov/12 Updated: 12/Jul/20 Resolved: 09/Sep/15 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.5, Snapshot 12w50a, Minecraft 1.4.6, Minecraft 1.4.7, Snapshot 13w01a, Snapshot 13w01b, Minecraft 1.5, Minecraft 1.5.2, Minecraft 1.6.1, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w36b, Minecraft 13w37a, Minecraft 13w38a, Minecraft 13w38b, Minecraft 13w38c, Minecraft 1.7.1, Minecraft 1.7.2, Minecraft 1.7.4, Minecraft 1.7.5, Minecraft 14w10c, Minecraft 14w11b, Minecraft 1.7.9, Minecraft 14w18a, Minecraft 1.7.10, Minecraft 14w30c, Minecraft 15w36d |
| Fix Version/s: | Minecraft 14w32a |
| Type: | Bug | ||
| Reporter: | FireHunterX | Assignee: | Unassigned |
| Resolution: | Fixed | Votes: | 25 |
| Labels: | precision-loss | ||
| Environment: |
Mac OS X |
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| Attachments: |
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| Issue Links: |
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| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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MOD EDIT: x: 1048575 z: 1048575 to x:-1048575 z:-1048575 Anything inside renders correctly. EDIT 2- If you go 10000000 blocks in one direction from the center and place redstone, it will be giant, but connecting it to a Redstone torch makes it small again. This is semi-related to the Jumping Item Frames bug, but with everything else. EDIT 3- Anvils sometimes break instead of falling. |
| Comments |
| Comment by Connor Steppie [ 14/Jan/18 ] |
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Falling Sand seems to appear offset from other blocks after 262144, tested on 18w02a. |
| Comment by [Mod] redstonehelper [ 09/Sep/15 ] |
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Ticket is yours now, please update the description accordingly. |
| Comment by Marcono1234 [ 03/Jul/15 ] |
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Confirmed for
For:
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| Comment by [Mod] violine1101 [ 22/Jan/15 ] |
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I can confirm that there are some glitches near the world border in 1.8.2-pre4 - see http://youtu.be/VKb2Ejb35ls. |
| Comment by Lucas Ignacio Morrison Osorio [ 20/Jan/15 ] |
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FallingSand entities have glitches too: They appear to be offset |
| Comment by [Mod] Sonicwave [ 07/Jan/15 ] |
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| Comment by [Mod] Sonicwave [ 03/Oct/14 ] |
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According to |
| Comment by HJS [ 14/Sep/14 ] |
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found first effects at 500,000 in 1.7.10 |
| Comment by HJS [ 14/Sep/14 ] |
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Tripwire is weird too so are couldrons |
| Comment by Simon816 [ 17/Aug/14 ] |
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@alexzombie04 Not fixed in 1.7.10, the issue states it was fixed in Minecraft 14w32a |
| Comment by alexzombie04 [ 17/Aug/14 ] |
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not fix :/ |
| Comment by alexzombie04 [ 17/Aug/14 ] |
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well, try putting redstone in the edge :3 |
| Comment by Itouch2 [ 01/May/14 ] |
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Confirmed for 14w18a. Rainfall doesn't show properly when you're at 30 000 000. |
| Comment by Markku [ 15/Mar/14 ] |
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On 14w11b at least redstone (wiring) has some rendering quirks at around 1,500,000 1,500,000. Didn't bother checking other cases or further distances. |
| Comment by Jrdiver [ 11/Mar/14 ] |
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Fluffy89502 - Your not out far enough...your at about 1,000,000 and most of these effects start out around 10,000,000 or so |
| Comment by Fluffy89502 [ 11/Mar/14 ] |
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I can't reproduce this |
| Comment by Fluffy89502 [ 11/Mar/14 ] |
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For some reason I can't reproduce this. |
| Comment by Brad Larson [ 09/Mar/14 ] |
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Jumping in frames is gone, rendering of frames and contents of frames is still jacked. when facing: From my testing. 14w10c - XYZ: 10Million , 70, 100 |
| Comment by Jrdiver [ 22/Oct/13 ] |
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Just adding water to the list of things that is off..and not just from water thats on the other side of the wall...so here have a pic that shows water not flowing with more of the redstone glitching. also I found that the redstone logic seems to still being working...if you can follow the redstone well enough to actually wire it up. Also just to let you know-it is still in 13w43a (see screenshots for proof) Memory isn't an issue here either since i have 10 gb or so dedicated to minecraft when it runs...if thats a problem i can try without that setting in the launcher but i would expect similar results. my system is: |
| Comment by Markku [ 30/Sep/13 ] |
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Btw, the |
| Comment by WolfieMario [ 29/Sep/13 ] |
Have you tried it with ice and the selection cursor? This ticket does not refer to those at all, and yet The effect doesn't begin exactly at 50,000, but I'm able to notice it easily around 50,000 64 50,000 (that's both axes - I have a harder time noticing it when it's only a single axis). It progressively gets worse as you go farther from the origin, and is very blatant at coordinates such as 1,000,000 (notably less than your overflow figure). I'm just mentioning that it's noticeable at 50,000 because a coordinate like that is perfectly viable in survival (I've been that far quite a few times without cheats). I can confirm that flower pots and redstone don't begin to glitch until 1,048,575 - but these really are different bugs. The redstone glitches happen in 1.6 as well (and date very far back). The ice/water/selectioncursor glitches did not begin happening until one of the snapshots changed how rendering works, and the not-affected region of the world for this bug is drastically smaller. Also did my testing in 13w39b, and the issues are still present. EDIT: Also effects entities as early as 50,000: very noticeable with paintings and item frames. EDIT 2: Okay, I found an incredibly blatant way to reproduce it: toggle cinematic camera mode. In this mode, the cursor doesn't stop moving when you stop moving it, and the camera can continue to glide at incredibly small increments. The positions of ice/water/selectionbox/entities change any time the camera re-orients, even if nothing has visibly changed on-screen. Thus, if you try to keep your camera still in Cinematic Camera mode, you'll see the effected blocks/entities jitter depending on how far you are from the origin. I'll try to make a GIF. |
| Comment by GrygrFlzr [ 29/Sep/13 ] |
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Carl and Gerrard: I am unable to confirm 50,000. However, after much testing with 13w39b, I have found exact boundaries where these glitches start to appear. x: 1048575 z: 1048575 to x:-1048575 z:-1048575 Anything inside renders correctly. These coordinate matches with Markku's comment. Confirmed coordinates using redstone and flower pots. |
| Comment by WolfieMario [ 22/Sep/13 ] |
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In the newer snapshots, 13w38c included, these effects manifest as early as 50000. I would not consider that "far"; this dramatically reduces the non-bugged world's size. If |
| Comment by Carl Lystad [ 19/Sep/13 ] |
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Please unlink |
| Comment by Markku [ 13/Sep/13 ] |
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@Michael Connel The proper solution is to use floating-point math only with relative coordinates, and integers for the absolute part. But that is the part "easier said than done". Things get complicated (and also slightly less efficient) really quickly, trying to keep all math correct when there are multiple frames of reference. Note, that 30 million gives total range of 60 million meters, or 60,000 kilometers. That is more than the diameter of Earth. It also gives square area about 7 times larger than Earth's area, and Earth's area seems to be plenty for quite a few billion "users". (Granted, not everyone on Earth has his own castle, town, farm and a beautiful ocean view, but still...) |
| Comment by Michael Connel [ 13/Sep/13 ] |
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They should undo the stupid 30,000,000 block boarder thing and then this problem would be solved. Anyway Minecraft is supposed to have infinite worlds, right? |
| Comment by Markku [ 13/Mar/13 ] |
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Rain may have gotten fixed since, but at least in 1.4.7 (the version I can actually work with at the source code level) it has an issue; the drops/splashes are concentrated on block corners, and apparently on every second block's corner at that (or something). Edit: nope, not fixed, rain still gets its splashes weirdly in 1.5. |
| Comment by FireHunterX [ 13/Mar/13 ] |
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Rain? There was no issue with rain last time I checked. |
| Comment by Markku [ 13/Mar/13 ] |
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Fix for rain EntityRenderer.addRainParticles() ...
if (this.random.nextInt(var14) == 0) {
// var8 = (double) ((float) var17 + var22);
// var10 = (double) ((float) var19 + 0.1F) - Block.blocksList[var20].getBlockBoundsMinY();
// var12 = (double) ((float) var18 + var23);
var8 = (double) var17 + var22;
var10 = (double) var19 + 0.1F - Block.blocksList[var20].getBlockBoundsMinY();
var12 = (double) var18 + var23;
}
// this.mc.effectRenderer.addEffect(new EntityRainFX(var3, (double) ((float) var17 + var22), (double) ((float) var19 + 0.1F) - Block.blocksList[var20].getBlockBoundsMinY(), (double) ((float) var18 + var23)));
this.mc.effectRenderer.addEffect(new EntityRainFX(var3,
(double) var17 + var22,
(double) var19 + 0.1F - Block.blocksList[var20].getBlockBoundsMinY(),
(double) var18 + var23));
...
There is one more similar bug just before the changed spot, for the case of rain falling on lava. I'll leave fixing that and the rest of similar cases all over the code for Mojang. I think the fixes already provided should give the idea. |
| Comment by Markku [ 13/Mar/13 ] |
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Fix for fire's smoke |
| Comment by FireHunterX [ 13/Mar/13 ] |
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I'm still not going to understand why this sort of thing happens. |
| Comment by Markku [ 13/Mar/13 ] |
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Fix for torches BlockTorch.randomDisplayTick() // double var7 = (double)((float)par2 + 0.5F); // double var9 = (double)((float)par3 + 0.7F); // double var11 = (double)((float)par4 + 0.5F); double var7 = par2 + 0.5D; double var9 = par3 + 0.7D; double var11 = par4 + 0.5D; Same reason as for redstone wire. |
| Comment by Markku [ 13/Mar/13 ] |
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While these large coordinate bugs may have many different reasons around the code, the redstone wire seems to have easy fix... Fix for redstone wire RenderBlocks.renderBlockRedstoneWire() // float var34 = (float) (x + 0); // float var35 = (float) (x + 1); // float var36 = (float) (z + 0); // float var37 = (float) (z + 1); double var34 = (double) (x + 0); double var35 = (double) (x + 1); double var36 = (double) (z + 0); double var37 = (double) (z + 1); The 32-bit float simply run out of resolution/accuracy with the large coordinates. The solution is a bit of "ugly", but it got the work done, as I'm looking at perfectly fine wires at coordinates near X&Y of 17,000,000. There are more unnecessary (and sort of harmful) (float)-casts in that same method, but they are for Y-coordinates, and since Y-coordinates are, for the time being, very limited, they do not show similar problems. (That whole class seems to be littered with those float-casts, many of which seem to be unnecessary and possibly causing similar issues for other blocks/visuals.) |
| Comment by FireHunterX [ 13/Mar/13 ] |
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I liked the old Farlands better! At least you would get all laggy for a reason; there would be these giant glitchy walls and stuff. This is just bad textures. |
| Comment by FireHunterX [ 23/Nov/12 ] |
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Spawning a Ghast crashes the game saying that Minecraft ran out of memory. |
| Comment by Wesley [ 23/Nov/12 ] |
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Okay. I guess as long as you KNOW that you're reporting something that isn't a bug, it's all right. |
| Comment by FireHunterX [ 23/Nov/12 ] |
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Anvils don't fall, they just break. |
| Comment by FireHunterX [ 23/Nov/12 ] |
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Flower Pots have their own glitchy effect if you place enough of them in a row. |
| Comment by FireHunterX [ 23/Nov/12 ] |
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The title says that it is related to the Far Lands. |
| Comment by Wesley [ 23/Nov/12 ] |
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This is related to the Far Lands. Per minecraftwiki: Redstone stops rendering and connecting correctly after block X/Z of ± 4,194,303 |
| Comment by Chalmes (Jon) [ 22/Nov/12 ] |
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E. Visible/Total. It shouldn't change too much when not moving around. |
| Comment by FireHunterX [ 22/Nov/12 ] |
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It gets worse at 19999999 14 19999999. |
| Comment by Chalmes (Jon) [ 22/Nov/12 ] |
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Side note: entity count on debug screen changing rapidly for no apparent reason that far out. |
| Comment by Chalmes (Jon) [ 22/Nov/12 ] |
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Also managed to reproduce at 10,000,000, 65, 0. Placed a single redstone dust down which rendered as a line. |
| Comment by FireHunterX [ 22/Nov/12 ] |
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You'll see that the torches are in one place and the flames for them are in random places around them. |