This post refers to the way textures and UV works in the Bedrock edition of Minecraft
Before rendering a texture onto a cube, the engine floors the size of the cube to simplify calculations. This means that any time there is a component of a model with a size in any dimension less than 1, it will calculate it as though it had a size of zero - this means it won't display properly. While it's possible to circumvent this issue, it makes adding details to models a lot more difficult.
- My proposed solution to this issue is to add a flag to model json files, called something along the lines of "use exact texture scaling," which when set to true will prevent the rounding from taking place. This way, the performance for rendering regular blocks will be unaffected, but resource pack makers have the option to sacrifice a bit of performance for extra detail.
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