Fix rendering bug with Crucible and Barrel
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@ -130,7 +130,7 @@ public class BarrelRenderer implements BlockEntityRenderer<BarrelBlockEntity> {
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g = (int) Mth.lerp(compostProgress, g, 169); // default green is
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b = (int) Mth.lerp(compostProgress, b, 109); // default green is
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RenderUtil.renderFlatSpriteLerp(builder, stack, barrel.compost / 1000.0f, r, g, b, sprite, light, 2.0f, BarrelBlock.BARREL_FLUID_BOTTOM, BarrelBlock.BARREL_FLUID_TOP);
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RenderUtil.renderFlatSpriteLerp(builder, stack, barrel.compost / 1000.0f, r, g, b, sprite, light, 2.0f, BarrelBlock.BARREL_FLUID_BOTTOM * 16f, BarrelBlock.BARREL_FLUID_TOP * 16f);
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}
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}
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}
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@ -73,7 +73,7 @@ public class CrucibleRenderer implements BlockEntityRenderer<AbstractCrucibleBlo
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if (color == -1) color = 0xffffff;
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// todo 3D solids for transparent crucibles
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face.renderFlatSpriteLerp(buffers, stack, solids, (color >> 16) & 0xff, (color >> 8) & 0xff, color & 0xff, light, 2.0f, AbstractCrucibleBlock.CRUCIBLE_FLUID_BOTTOM, AbstractCrucibleBlock.CRUCIBLE_FLUID_TOP);
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face.renderFlatSpriteLerp(buffers, stack, solids, (color >> 16) & 0xff, (color >> 8) & 0xff, color & 0xff, light, 2.0f, AbstractCrucibleBlock.CRUCIBLE_FLUID_BOTTOM * 16f, AbstractCrucibleBlock.CRUCIBLE_FLUID_TOP * 16f);
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}
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}
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});
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