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Rendering Tracker #138

@Purdze

Description

@Purdze

Rendering Parity

World & Terrain

  • Opaque block rendering
  • Cutout/alpha-tested blocks
  • Ambient occlusion (4-level smooth)
  • Directional face shading
  • Biome color tints (grass/foliage/water)
  • Block breaking progress overlay (destroy stages)
  • Block selection outline (wireframe)
  • Translucent pass with depth sorting (water/glass/stained)
  • Animated textures (water flow, lava, fire, portal, command block, observer, sea lantern, magma, prismarine, kelp)
  • Flowing water/lava vertex animation + direction
  • Fluid rendering (surface height, still vs flowing UVs)
  • Emissive blocks (glowstone, sea lantern, end rod, lava, torches)
  • Falling block / moving block entity (sand, gravel, piston-moved)
  • Tile entity models (chest, bed, banner, sign, shulker, enchant table, bell, beacon, conduit, decorated pot, skull, trial spawner, vault, lectern)
  • Banner & shield pattern layers
  • Beacon beam
  • End portal / end gateway portal shader
  • Conduit beam/frame animation
  • Chunk border debug overlay (F3+G) pipeline exists, verify parity

Sky & Atmosphere

  • Sun disc (24000-tick cycle positioning)
  • Moon with 8 phases
  • Stars (night, time-based brightness)
  • Sky gradient (day/night keyframes)
  • Sunrise / sunset color band (16-step palette)
  • Distance fog (linear, horizon color)
  • Clouds (fast + fancy, animated drift)
  • Rain rendering (slanted streaks, biome-aware)
  • Snow rendering (cold biomes)
  • Lightning bolt rendering + full-screen flash
  • Weather darkening (sky/light dim during storms)
  • Biome-specific sky colors (swamp, nether, end, etc.)
  • Void fog (below y=0)
  • Underwater fog (blue-green tint, reduced distance)
  • Nether fog (red, short distance)
  • End sky (black void + end panorama)
  • Powder snow fog

Lighting

  • Baked per-vertex lightmap (sky + block packed)
  • sRGB/linear gamma correction
  • Lightmap texture generation matching vanilla curve (per-dimension)
  • Night vision brightness override
  • Nether ambient lighting tone
  • End ambient lighting tone
  • Lightning-triggered sky brighten
  • Flicker for torch/fire light (vanilla animates lightmap slightly)

Entities

  • [~] Entity model system (pig only currently)
  • [~] Walk animation
  • Player model + skin rendering (in-world, not just preview)
  • Cape & elytra layers
  • Armor render layers (helmet/chest/legs/boots, trims)
  • Held-item layer (item in entity hand)
  • All passive mobs (cow, sheep-with-wool, chicken, horse, llama, camel, axolotl, bee, cat, dog, parrot, bat, fox, panda, goat, etc.)
  • All hostile mobs (zombie, skeleton, creeper, spider, enderman, witch, husk, drowned, pillager, vindicator, evoker, ravager, warden, breeze, bogged, etc.)
  • Aquatic mobs (squid, guardian, dolphin, fish variants, turtle)
  • Flying mobs (ghast, blaze, phantom, vex, allay)
  • Bosses (ender dragon, wither, elder guardian)
  • Projectiles (arrow, trident, snowball, egg, potion, firework, fireball, wither skull, end pearl)
  • Vehicles (boat, chest boat, minecart variants)
  • Decorative (painting, item frame, glow item frame, armor stand, end crystal, primed TNT, area effect cloud, leash knot)
  • Falling block entity render
  • Item entity (ground drops) — basic exists, verify rotation/bob/stack visual
  • XP orb render
  • Nametags above entities
  • Entity shadows (circular blob under feet)
  • Leash rope
  • Riding offsets
  • Hitbox outlines (F3+B)
  • Creeper charge/swirl, wither armor, spider eyes, enderman eyes, phantom eyes
  • Spin-attack (trident riptide) effect
  • Enchantment glint overlay on items/armor/weapons

Particles

  • Particle system (none exists)
  • Smoke / large smoke / campfire smoke / ash
  • Flame / small flame / soul flame / lava
  • Bubble / bubble column / bubble pop / splash / wake / water drop
  • Drip (water / lava / honey / dripstone)
  • Dust / colored dust / dust plume / falling dust / terrain break
  • Enchantment glyphs / spell / instant spell / witch magic
  • Redstone dust
  • Portal / reverse portal
  • Explosion / huge explosion
  • Item pickup / break / note / heart
  • Sculk charge / shriek / vibration signal / sonic boom
  • Dragon breath / totem / gust
  • Snowflake / falling leaves
  • Crit / sweep / magic crit
  • Firework spark / trail

HUD & Overlays

  • Hotbar + selected slot frame
  • Health hearts (full/half/empty)
  • Hunger/food bar
  • Armor bar
  • Air bubbles
  • Crosshair
  • Chat display
  • Tab list (player list)
  • F3 debug overlay
  • XP bar + level number
  • Boss health bar(s) (colored, stacked)
  • Scoreboard sidebar
  • Status effect icons (top-right)
  • Subtitles
  • Item use/attack cooldown overlay
  • Held item name popup (appears on switch)
  • Vignette
  • Pumpkin head overlay
  • Portal swirl overlay (nether portal proximity)
  • Underwater overlay (blue tint + distortion)
  • Powder snow overlay
  • Freezing blue tint
  • On-fire flame overlay
  • Damage red tint / hurt flash
  • Nausea warp (screen distortion)
  • Spyglass circular overlay
  • Map held in hand render

First-Person / Held Item

  • [~] Hand + swing animation (arm only)
  • [~] Held item in hand
  • Item use animations (eat/drink, block with shield, bow draw, crossbow charge, spyglass, trident, fishing rod)
  • Bobbing (walk bob, sprint bob)
  • Block-in-hand rendering with correct transform
  • Enchantment glint on held item

Post-Processing

  • Pause-menu blur
  • Panorama cubemap background
  • Entity outline (spectator highlight / glowing effect)
  • Screen shake (knockback/explosion)

Screens (visual parity only, not full functionality)

  • Main menu with panorama
  • Pause menu
  • Death screen
  • Inventory screen (visual)
  • Creative inventory
  • Container screens (chest/hopper/dispenser/barrel/shulker)
  • Crafting table / furnace / smoker / blast furnace
  • Anvil / smithing / grindstone / loom / stonecutter / cartography
  • Enchanting table / brewing stand / beacon
  • Sign edit / book edit / lectern view
  • Advancements / statistics / recipe book

World Features

  • World border (vertical warning wall)
  • Ender dragon death animation
  • Wither spawn shockwave

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