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(1.18.2) Line rendering bug (ghost line)


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Im trying to render a simple line using the "RenderLevelStageEvent", for testing, i put the start position above a diamond block, and the end position 5 blocks above the diamond block; The line rendering is almost good, but for some reason, apart from the original line, its rendering a second line that kind of looks "fake", it moves along with the camera, its like a ghost line that should not exist. Here is an example video: https://imgur.com/a/GRkSLVX



    public static void test(RenderLevelStageEvent event) {
        if(Minecraft.getInstance().player == null) return;
        Player player = Minecraft.getInstance().player;

        Vec3 proj = Minecraft.getInstance().gameRenderer.getMainCamera().getPosition();
        double vpX = proj.x;
        double vpY = proj.y;
        double vpZ = proj.z;
                new Vec3(11 - vpX, -60 - vpY, 12 - vpZ),
                new Vec3(11 - vpX, -55 - vpY, 12 - vpZ),
                new Color(255,0,0), 255);

    public static void drawLine(PoseStack stack, Vec3 start, Vec3 end, Color color, int alpha) {
        RenderType rtype = new NoDepthWrappedRenderLayer(TotisRenderType.createLinesRenderType(3.0D, 0));
        Matrix4f m = stack.last().pose();
        Matrix3f norm = stack.last().normal();
        MultiBufferSource.BufferSource buffer = Minecraft.getInstance().renderBuffers().bufferSource();
        VertexConsumer bb = buffer.getBuffer(rtype);
        bb.vertex(m,(float)start.x,(float)start.y,(float)start.z).color(color.getRed(),color.getGreen(),color.getBlue(), alpha).normal(norm, 1.0F, 0.0F, 0.0F).endVertex();
        bb.vertex(m,(float)end.x,(float)start.y,(float)start.z).color(color.getRed(),color.getGreen(),color.getBlue(), alpha).normal(norm, 1.0F, 0.0F, 0.0F).endVertex();
        bb.vertex(m,(float)start.x,(float)start.y,(float)start.z).color(color.getRed(),color.getGreen(),color.getBlue(), alpha).normal(norm, 0.0F, 1.0F, 0.0F).endVertex();
        bb.vertex(m,(float)start.x,(float)end.y,(float)start.z).color(color.getRed(),color.getGreen(),color.getBlue(), alpha).normal(norm, 0.0F, 1.0F, 0.0F).endVertex();
      //Btw im rendering 4 vertex because only two draws a 2D line, which looks good from one side, but thinner from the other, so this renders a 3D line that looks fine from any perspective



public class TotisRenderType extends RenderType {

    public TotisRenderType(String nameIn, VertexFormat formatIn, VertexFormat.Mode drawModeIn, int bufferSizeIn, boolean useDelegateIn, boolean needsSortingIn, Runnable setupTaskIn, Runnable clearTaskIn) {
        super(nameIn, formatIn, drawModeIn, bufferSizeIn, useDelegateIn, needsSortingIn, setupTaskIn, clearTaskIn);

    public static RenderType createLinesRenderType(double width, int index) {
        return create("totis_lines" + index, DefaultVertexFormat.POSITION_COLOR_NORMAL, VertexFormat.Mode.LINES, 256, false, false, CompositeState.builder().setLayeringState(VIEW_OFFSET_Z_LAYERING).setLineState(new LineStateShard(OptionalDouble.of(width))).setShaderState(RENDERTYPE_LINES_SHADER).setTextureState(RenderStateShard.NO_TEXTURE).setTransparencyState(TRANSLUCENT_TRANSPARENCY).setDepthTestState(RenderStateShard.NO_DEPTH_TEST).setCullState(NO_CULL).setWriteMaskState(RenderStateShard.COLOR_WRITE).setLightmapState(NO_LIGHTMAP).createCompositeState(false));



public class NoDepthWrappedRenderLayer extends RenderType {

    private final RenderType delegate;

    public NoDepthWrappedRenderLayer(RenderType delegate) {
        super(Constants.MOD_ID + "no_depth", delegate.format(), delegate.mode(), delegate.bufferSize(), true, delegate.isOutline(), () -> {
        }, () -> {
        this.delegate = delegate;

    public Optional<RenderType> m_7280_() {
        return this.delegate.outline();

    public boolean equals(@Nullable Object other) {
        return other instanceof NoDepthWrappedRenderLayer && this.delegate.equals(((NoDepthWrappedRenderLayer)other).delegate);

    public int hashCode() {
        return Objects.hash(new Object[]{this.delegate});
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