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Improved rendering of obstructed lines & quads - #160

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Lu33Max:improv/obstructed-lines
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Improved rendering of obstructed lines & quads#160
Lu33Max wants to merge 1 commit into
EngineHub:masterfrom
Lu33Max:improv/obstructed-lines

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@Lu33Max

@Lu33Max Lu33Max commented Aug 24, 2026

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implementation of issue #108

  • changed default rendering of lines and quads so they get displayed with lower opacity when obstructed by other objects for clearer visuals
  • added additional config option to completely hide obstructed lines and mimic the legacy display behaviour

implementation of issue EngineHub#108
~ changed default rendering of lines and quads so they get displayed with lower opacity when obstructed by other objects for clearer visuals
+ added additional config option to completely hide obstructed lines and mimic the legacy display behaviour

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Thanks for the PR, I've just left one comment to clarify one part :)

* Render type for "hidden" lines (under world geometry)
*/
HIDDEN(CompareOp.GREATER_THAN),
HIDDEN(CompareOp.LESS_THAN),

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So while it looks fine to me IMO, is there a reason these are being changed? We had a fair few reports that alongside MC's render sink system the lines became hard to see in a lot of cases, and the changes being done to this PR here revert that.

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Thanks for the quick response.

As stated here in the official Minecraft 26.2 changelog under the technical changes section, "Rendering now uses a reversed depth buffer" which means the CompareOps also had to be reversed in this case. You can test it out by swapping them back around. The lines in front of the terrain will then become less opaque while the ones hidden behind other objects will keep their full opacity.

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This was already accounted for in the 26.2 update (or at least, using the values that visually appeared identical to the 26.1 values). However it does visually appear fine with the ones in this change, so I'm happy to approve it -- just mildly concerned we'll have people asking us to fix things again

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2 participants