Virtual rendering fixes
- Fix blocks in schematic renders being too dark - Fix shafts and cogs fired from a schematicannon not rendering
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541e5bd6ae
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4 changed files with 5 additions and 4 deletions
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@ -142,7 +142,7 @@ public class SchematicWorld extends WrappedWorld implements ServerLevelAccessor
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@Override
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public int getBrightness(LightLayer p_226658_1_, BlockPos p_226658_2_) {
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return 10;
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return 15;
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}
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@Override
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@ -3,6 +3,7 @@ package com.simibubi.create.content.schematics.block;
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import java.util.Random;
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import com.jozufozu.flywheel.backend.Backend;
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import com.jozufozu.flywheel.core.virtual.VirtualEmptyModelData;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.VertexConsumer;
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import com.mojang.math.Vector3f;
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@ -24,7 +25,6 @@ import net.minecraft.core.particles.ParticleTypes;
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import net.minecraft.util.Mth;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.phys.Vec3;
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import net.minecraftforge.client.model.data.EmptyModelData;
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public class SchematicannonRenderer extends SafeTileEntityRenderer<SchematicannonTileEntity> {
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@ -172,7 +172,7 @@ public class SchematicannonRenderer extends SafeTileEntityRenderer<Schematicanno
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Minecraft.getInstance()
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.getBlockRenderer()
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.renderSingleBlock(((ForBlockState) launched).state, ms, buffer, light, overlay,
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EmptyModelData.INSTANCE);
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VirtualEmptyModelData.INSTANCE);
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}
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// Render the item
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@ -76,6 +76,7 @@ public class SchematicRenderer {
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if (!usedBlockRenderLayers.contains(layer))
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continue;
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SuperByteBuffer superByteBuffer = bufferCache.get(layer);
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superByteBuffer.disableDiffuseMult();
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superByteBuffer.renderInto(ms, buffer.getBuffer(layer));
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}
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TileEntityRenderHelper.renderTileEntities(schematic, schematic.getRenderedTileEntities(), ms, buffer);
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@ -344,7 +344,7 @@ public class WorldSectionElement extends AnimatedSceneElement {
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.normal());
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Minecraft.getInstance()
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.getBlockRenderer()
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.renderBatched(world.getBlockState(pos), pos, world, ms, builder, true, world.random,
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.renderBatched(world.getBlockState(pos), pos, world, ms, builder, true, new Random(),
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EmptyModelData.INSTANCE);
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ms.popPose();
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}
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