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26.1.2 Sign and Hanging Sign Culling
In Minecraft 26.1.2, signs feature two-sided text rendering (getFrontText() and getBackText()). The game's font rendering engine draws glyph quads, colors, and glow outlines on both sides simultaneously.
Camera Culling eliminates unnecessary text rendering passes via normal vector dot products (
| Property | Value |
|---|---|
| Target Pipeline |
BlockEntityRenderDispatcher.tryExtractRenderState @At("RETURN")
|
| API Hook |
signState.frontText = null; / signState.backText = null;
|
| Supported Types | Wall Signs, Standing Signs, Wall Hanging Signs, Ceiling Hanging Signs |
| Empty Fast-Pass | Automatically skips blank faces with zero text characters |
| Dot Product Margin | Tolerance of |
Derived directly from block Direction step offsets:
-
Front Text: Culled when
$D < -0.05$ . -
Back Text: Culled when
$D > 0.05$ .
public static boolean isTextEmpty(SignText text) {
if (text == null) return true;
for (int i = 0; i < 4; i++) {
Component msg = text.getMessage(i, false);
if (msg != null && !msg.getString().trim().isEmpty()) {
return false;
}
}
return true;
}Blank faces are nulled out immediately without calculating dot products.
Camera Culling Documentation • Part of the Vanilla Outsider Collection
Author: Dasik (Rifaditya) • Licensed under GNU General Public License v3.0 (GPLv3)
📌 Repository Source Disclaimer: The documentation in this Wiki reflects the current source code state in the repository, which may include recent unreleased commits ahead of public release builds on CurseForge/Modrinth.
- MC 26.3 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration
- MC 26.2 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration
- MC 26.1.2 Overview
- Entity Occlusion Culling
- Block Entity Culling
- Sign & Hanging Sign Culling
- Particle & Animation Culling
- Mob Crowd Overdraw Defense
- Distance Texture LOD
- Boss & Blacklist Immunity
- Temporal Hysteresis & Math
- Commands & Configuration
- GUI Configuration (YACL)
- Debug Tracing & Diagnostics
- Architecture & Mixins
- Developer Setup & Building
- API & Mod Integration