Fix small logic error in emissive item rendering code (#5320)
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@ -629,6 +629,9 @@ public class ForgeHooksClient
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int segmentSkyLight = -1;
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// Coloring of the current segment
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int segmentColorMultiplier = color;
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// State changed by the current segment
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boolean segmentLightingDirty = false;
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boolean segmentColorDirty = false;
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// If the current segment contains lighting data
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boolean hasLighting = false;
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@ -681,18 +684,20 @@ public class ForgeHooksClient
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{
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if (i > 0) // Make sure this isn't the first quad being processed
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{
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drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, lightingDirty && (hasLighting || segment.size() < i), colorDirty);
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drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentLightingDirty && (hasLighting || segment.size() < i), segmentColorDirty);
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}
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segmentBlockLight = bl;
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segmentSkyLight = sl;
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segmentColorMultiplier = colorMultiplier;
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segmentLightingDirty = lightingDirty;
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segmentColorDirty = colorDirty;
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hasLighting = segmentBlockLight > 0 || segmentSkyLight > 0;
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}
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segment.add(q);
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}
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drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, hasLighting || segment.size() < allquads.size(), false);
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drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentLightingDirty && (hasLighting || segment.size() < allquads.size()), segmentColorDirty);
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// Clean up render state if necessary
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if (hasLighting)
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