Fix faster item rendering mixin
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@ -40,7 +40,7 @@ public abstract class ItemRendererMixin {
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* we do not need to go through the process of rendering every quad. Just render the south ones (the ones facing the
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* we do not need to go through the process of rendering every quad. Just render the south ones (the ones facing the
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* camera).
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* camera).
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*/
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*/
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@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)
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@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)
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private BakedModel useSimpleWrappedItemModel(BakedModel model, ItemStack stack, int combinedLight, int combinedOverlay, PoseStack matrixStack, VertexConsumer buffer, @Local(ordinal = 0) BakedModel originalModel) {
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private BakedModel useSimpleWrappedItemModel(BakedModel model, ItemStack stack, int combinedLight, int combinedOverlay, PoseStack matrixStack, VertexConsumer buffer, @Local(ordinal = 0) BakedModel originalModel) {
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// Forge composite models split themselves into a smaller simple model, we need to detect that the parent
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// Forge composite models split themselves into a smaller simple model, we need to detect that the parent
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// was not simple
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// was not simple
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