do flipLightMatrix to fix rendering

This commit is contained in:
catfoolyou 2025-03-02 15:06:32 -05:00
parent aab76343ea
commit 6606b0f655
4 changed files with 3 additions and 1 deletions

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@ -216,7 +216,7 @@ public class ItemRenderer
EaglerAdapter.glPushMatrix();
EaglerAdapter.glRotatef(var4, 1.0F, 0.0F, 0.0F);
EaglerAdapter.glRotatef(var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * par1, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
RenderHelper.enableStandardItemLighting2();
EaglerAdapter.glPopMatrix();
EntityPlayerSP var5 = var3;
float var6 = var5.prevRenderArmPitch + (var5.renderArmPitch - var5.prevRenderArmPitch) * par1;

View File

@ -84,6 +84,7 @@ public class MapItemRenderer
EaglerAdapter.glEnable(EaglerAdapter.GL_BLEND);
EaglerAdapter.glBlendFunc(EaglerAdapter.GL_ONE, EaglerAdapter.GL_ONE_MINUS_SRC_ALPHA);
EaglerAdapter.glDisable(EaglerAdapter.GL_ALPHA_TEST);
RenderHelper.enableGUIStandardItemLighting2();
var17.startDrawingQuads();
var17.addVertexWithUV((double) ((float) (var15 + 0) + var18), (double) ((float) (var16 + 128) - var18), -0.009999999776482582D, texX1, texY2);
var17.addVertexWithUV((double) ((float) (var15 + 128) - var18), (double) ((float) (var16 + 128) - var18), -0.009999999776482582D, texX2, texY2);

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@ -45,6 +45,7 @@ public class RenderHelper {
EaglerAdapter.glPushMatrix();
EaglerAdapter.glScalef(1.0F, -1.0F, 1.0F);
enableStandardItemLighting();
//EaglerAdapter.flipLightMatrix();
EaglerAdapter.glPopMatrix();
}