Workarounds for overlap issue with trapdoors etc. at low render distance?
I guess it's not really a bug but I thought maybe there's a possible solution/workaround anyway? On realms (very low render distance) it makes some buildings look pretty bad even within the server render distance as even with overlap set to 1.0, the LOD loads quite a bit before the texture would normally unload on vanilla (pics related, look at the castle chimneys, this is with extreme settings too, otherwise it's much worse). I have 2 questions regarding this:
- Is there any way to prevent those types of blocks from being included in the LOD altogether? (I know this isn't a feature, I mean does the current implementation allow to relatively easily edit this in the code or if it would be a major change and I shouldn't even bother looking into it?)
- Alternatively, is it somehow possible to combine DH with sth like Bobby to keep a slightly higher non-LOD client-side render distance and then use DH's LOD for everything past that? (I used Bobby in the past to increase local render distance on realms to around 64, switched to DH recently for performance reasons)


Solution
Edit the distant horizons config file with any text editor, look for
ignoredRenderBlockCsv and add any block of your choice to it