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Colormap breaks for textures with custom name #53
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Update: this only seems to happen when the texture has color itself, if you change the texture to be grayscale (like the grass textures that minecraft uses) this does not happen. |
I've been messing with the code for a couple of days now, and I'm trying to fix it. I have found the reason for this and I know how to fix it, but I do not yet know exactly how to do it in the code. This is because there are quads in the fragment shader quads.frag checks whether the color is in grayscale or not before applying the color. If you remove this check, then the colormaps are superimposed as needed, except that the side blocks of grass are tinted not only on the upper part but also on the part with the dirt. It seems that this is due to the fact that in the var model = MinecraftClient.getInstance()
.getBakedModelManager()
.getBlockModels()
.getModel(state); in
The texture gets in immediately with the overlay. You need to somehow get the base model and the
disappears by itself, because the block of grass in vanilla minecraft is the only texture with overlay |
When using a texture with a custom name, the colormap doesn't get applied on LOD chunks.
Voxy_Bug.zip
The snowy blocks (purple line in image) have their colormap applied fine in the LOD chunks, however the grass block texture with a custom name does not get it's colormap rendered properly.
The used texture pack with only the required files for the bug to happen is attached as well.
This might be what causes #32
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