comment about LOD only depth issue

This commit is contained in:
James Seibel
2026-06-08 21:42:29 -05:00
parent ea4375b215
commit 0b802ca362
@@ -203,6 +203,9 @@ public class RenderUtil
int chunkRenderDistance = MC_RENDER.getRenderDistance();
int vanillaBlockRenderedDistance = chunkRenderDistance * LodUtil.CHUNK_WIDTH;
// Note: setting this to a number lower than 1.0 (ie 1 block)
// can cause distant clouds to flash due to depth buffer precision loss.
// This is not an issue when using Reverse Z depth.
float nearClipPlane;
if (Config.Client.Advanced.Debugging.lodOnlyMode.get())
{