Description 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
Lighting
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
HUD & Overlays
First-Person / Held Item
Post-Processing
Screens (visual parity only, not full functionality)
World Features
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Rendering Parity
World & Terrain
Sky & Atmosphere
Lighting
Entities
Particles
HUD & Overlays
First-Person / Held Item
Post-Processing
Screens (visual parity only, not full functionality)
World Features