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Fix faster item rendering mixin
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rhysdh540 authored and embeddedt committed Oct 28, 2024
1 parent 91ffdb1 commit b1f5f6e
Showing 1 changed file with 1 addition and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ private void markRenderingType(ItemStack itemStack, ItemDisplayContext transform
* we do not need to go through the process of rendering every quad. Just render the south ones (the ones facing the
* camera).
*/
@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)
@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)
private BakedModel useSimpleWrappedItemModel(BakedModel model, ItemStack stack, int combinedLight, int combinedOverlay, PoseStack matrixStack, VertexConsumer buffer, @Local(ordinal = 0) BakedModel originalModel) {
// Forge composite models split themselves into a smaller simple model, we need to detect that the parent
// was not simple
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