Slightly better light for cloaks

This commit is contained in:
2025-09-03 08:20:18 +02:00
parent 53fd88df18
commit db27de497a
@@ -50,7 +50,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int i,
public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int light,
PlayerEntityRenderState playerEntityRenderState, float f, float g) {
if (!playerEntityRenderState.invisible && playerEntityRenderState.capeVisible) {
SkinTextures skinTextures = playerEntityRenderState.skinTextures;
@@ -71,11 +71,23 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
}
int minBrightness = 7;
int blockLight = (light >> 4) & 0xF;
int skyLight = (light >> 20) & 0xF;
// Clamp to minimum
blockLight = Math.max(blockLight, minBrightness);
skyLight = Math.max(skyLight, minBrightness);
// Repack
light = (skyLight << 20) | (blockLight << 4);
VertexConsumer vertexConsumer = vertexConsumerProvider
.getBuffer(RenderLayer.getEntityAlpha(customCape));
.getBuffer(RenderLayer.getEntitySolid(customCape));
((PlayerEntityModel) this.getContextModel()).copyTransforms(this.model);
this.model.setAngles(playerEntityRenderState);
this.model.render(matrixStack, vertexConsumer, 0xF000F0, OverlayTexture.DEFAULT_UV);
this.model.render(matrixStack, vertexConsumer, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
}