[Intel] Visual crack between LOD and near-field rendering (since v0.2.14)
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Description
When enabling Voxy, there is always a visible crack/seam between the LOD (distant terrain) rendering and the near-field rendering area.
Shader: Photon
Shader: None
F3:
I tried downgrading to previous versions and discovered that this issue only occurs in Voxy versions since 0.2.14.
On 0.2.16-beta (current): The crack is visible.
On 0.2.13: The LOD simply disappears into the fog without Photon, but it works perfectly fine with Photon enabled.
This suggests the rendering regression was likely introduced after version 0.2.14.
Environment
GPU: Intel Arc B390
OpenGL: 3.3.0
Minecraft: 1.21.11
Fabric: 0.19.3
Voxy: 0.2.16-beta
Sodium: 0.8.12
Iris: 0.10.7
Expected behavior
The LOD mesh should seamlessly connect with the near-field terrain mesh without any visible gaps, regardless of whether Photon is enabled.
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the seam at the boundary between LOD and near-field rendering on the listed Intel Arc and Minecraft setup, testing Photon enabled and disabled. Compare behavior between Voxy 0.2.13 and 0.2.16-beta to narrow the regression introduced after 0.2.14. Done means the LOD mesh connects seamlessly to the near-field terrain without a visible crack in both shader configurations.
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
- Active
- Clarity
- Mostly clear
- Newbie friendliness
- 52/100