MCRcortex / MCRcortex/voxy

LOD Geometry Corruption When Changing Render Distance (Vega 7 – Windows – OpenGL)

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Dominant language
Java
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Description

Environment
CPU: Ryzen 5 5600G
GPU: Radeon Vega 7 (integrated)
RAM: 16GB dual channel
VRAM assigned: 2GB
OS: Windows
Rendering: OpenGL
Sodium installed

LOD geometry becomes corrupted every time render distance is changed (even by +1 or -1 chunk).
The world loads normally and gameplay is stable as long as render distance is not modified.
The issue is triggered specifically by dynamic LOD rebuild when render distance changes.
Leaving the world and re-entering clears the corruption temporarily.
Changing render distance again immediately reproduces the issue.
The problem is 100% reproducible.
Visual Behavior
When the glitch occurs:
LOD geometry stretches abnormally
Materials mix (cave/forest/mountain fragments overlapping)
Geometry changes when moving the camera
With shaders enabled → shadow maps break and FPS drops
Without shaders → corruption remains but FPS stays mostly stable
This strongly suggests vertex/index buffer desynchronization during dynamic rebuild.
Steps to Reproduce
Load any world
Wait for full load
Change render distance by ±1 chunk
Observe LOD corruption
Troubleshooting Already Performed
Tested with and without shaders
Removed Iris completely
Sodium: tested Soon / Immediately / Deferred
Set Chunk Update Threads to 1
Restarted game after each change
AMD driver tweaks (Enhanced Sync, FPS cap, OpenGL triple buffering disabled)
Driver downgrade
Cleared AMD GLCache
No change.
Additional Notes
The issue does not occur during normal chunk generation while moving.
It only occurs during dynamic render distance rebuild.
Reloading the world resets the rendering state until the next rebuild.

https://github.com/user-attachments/assets/a3f2fbc3-ee16-4ff9-a616-e854425172df

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the issue on Windows with OpenGL, a Vega 7 GPU, and Sodium by changing render distance after a world finishes loading. Start by tracing the dynamic LOD rebuild triggered by that change; done means render-distance changes no longer corrupt geometry or break shadow maps, while reloading the world remains unnecessary.

Written by the indexing model from the issue text.

Assessment

Tech stack
java
Domain
computer-graphics
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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