Fix faster item rendering mixin
This commit is contained in:
parent
91ffdb1acf
commit
b1f5f6ebbe
|
|
@ -40,7 +40,7 @@ public abstract class ItemRendererMixin {
|
|||
* we do not need to go through the process of rendering every quad. Just render the south ones (the ones facing the
|
||||
* camera).
|
||||
*/
|
||||
@ModifyArg(method = "render", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/entity/ItemRenderer;renderModelLists(Lnet/minecraft/client/resources/model/BakedModel;Lnet/minecraft/world/item/ItemStack;IILcom/mojang/blaze3d/vertex/PoseStack;Lcom/mojang/blaze3d/vertex/VertexConsumer;)V"), index = 0)
|
||||
@ModifyArg(method = "renderItem", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/entity/ItemRenderer;renderModelLists(Lnet/minecraft/client/resources/model/BakedModel;Lnet/minecraft/world/item/ItemStack;IILcom/mojang/blaze3d/vertex/PoseStack;Lcom/mojang/blaze3d/vertex/VertexConsumer;)V"), index = 0)
|
||||
private BakedModel useSimpleWrappedItemModel(BakedModel model, ItemStack stack, int combinedLight, int combinedOverlay, PoseStack matrixStack, VertexConsumer buffer, @Local(ordinal = 0) BakedModel originalModel) {
|
||||
// Forge composite models split themselves into a smaller simple model, we need to detect that the parent
|
||||
// was not simple
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user