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ANGLE causes hand rendering issues, native GLES causes severe depth line artifacts (MC 1.21.11, MobileGLUES) #403

@creepy-we

Description

@creepy-we

Hi,
I’m reporting a rendering issue I’m facing on mobile with MobileGLUES in Minecraft 1.21.11. I’ve tested this quite a lot and it seems to be a renderer-level problem rather than a mod or config issue.
My setup
Minecraft: 1.21.11
Launcher: Zalith Launcher 2 (Android)
Renderer: MobileGLUES
Mod loader: Fabric
Main mods: Fabric API, Sodium
Also tested with: Punchy / Hold My Items (first-person hand animation mods)
Occurs in: Singleplayer and Multiplayer
What’s happening
There seems to be a trade-off between ANGLE and native OpenGL ES:

  1. ANGLE enabled
    World rendering looks correct
    No depth or block edge artifacts
    ❌ First-person hands glitch or disappear during punch/swing animations
    This happens consistently with hand animation mods like Punchy and Hold My Items
  2. ANGLE disabled (native GLES)
    First-person hands work correctly
    ❌ Very strong line / Z-fighting artifacts appear when looking at blocks
    Happens in both singleplayer and multiplayer
    The artifacts are severe enough to make gameplay uncomfortable or unplayable
    Because of this, it’s currently impossible to have:
    Correct depth rendering
    and
    Correct first-person hand rendering
    at the same time.
    Steps to reproduce
    Launch Minecraft 1.21.11 on mobile using MobileGLUES
    Enable Fabric + Sodium
    Enable ANGLE
    Join any world
    Punch / swing hand
    Hands disappear or glitch
    Disable ANGLE
    Join any world
    Look closely at blocks
    Strong depth line artifacts appear
    Expected behavior
    First-person hands should render correctly during animations
    No severe depth or line artifacts when looking at blocks
    ANGLE ON or OFF should not break core rendering
    Additional information
    The same setup works perfectly in Minecraft 1.21.10
    This looks like a regression introduced in 1.21.11
    Changing mods, settings, or performance options does not fix it
    This feels like either:
    a depth buffer precision issue in native GLES
    or a missed / skipped first-person render pass when using ANGLE
    Thanks for your work on MobileGLUES.
    I hope this report helps narrow down the issue. If you need logs, screenshots, or testing on specific settings, I’m happy to help.

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