Fixed pivot

This commit is contained in:
2026-03-02 02:00:30 +01:00
parent 96d7f5065c
commit 3a922418ca
@@ -208,23 +208,23 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY + thickYStart, curZ + thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY + thickYStart, curZ + thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY + thickYEnd, nextZ + thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY + thickYEnd, nextZ + thickZEnd);
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
// FRONT (Inner) - Changed winding/order to fix flipping
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
frontU1, frontV1 + (frontPartV * i), frontU2, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
// BACK (Outer)
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
backU1, backV1 + (backPartV * i), backU2, backV1 + (backPartV * (i + 1)),
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
@@ -300,7 +300,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
matrixStack.push();
matrixStack.translate(0.0f, 0.0f, 0.19f);
matrixStack.translate(0.0f, 0.0f, 0.12f);
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.HUMANOID)) {
matrixStack.translate(0.0F, -0.053125F, 0.06875F);