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Fix transparent contraption parts rendering strangely
- It was rendering as if it existed with your hand.
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parent
f2c6afdcb3
commit
536b8d2d5e
@ -1,20 +1,37 @@
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package com.simibubi.create.foundation.mixin;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.util.math.vector.Matrix4f;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Unique;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.simibubi.create.foundation.render.backend.Backend;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.util.math.vector.Matrix4f;
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@Mixin(GameRenderer.class)
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public class StoreProjectionMatrixMixin {
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@Unique
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private boolean shouldCopy = false;
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/**
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* We only want to copy the projection matrix if it is going to be used to render the world.
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* We don't care about the mat for your hand.
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*/
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@Inject(method = "renderWorld", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/GameRenderer;loadProjectionMatrix(Lnet/minecraft/util/math/vector/Matrix4f;)V"))
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private void projectionMatrixReady(float p_228378_1_, long p_228378_2_, MatrixStack p_228378_4_, CallbackInfo ci) {
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shouldCopy = true;
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}
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@Inject(method = "loadProjectionMatrix", at = @At("TAIL"))
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private void onProjectionMatrixLoad(Matrix4f projection, CallbackInfo ci) {
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Backend.projectionMatrix = projection.copy();
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if (shouldCopy) {
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Backend.projectionMatrix = projection.copy();
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shouldCopy = false;
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}
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}
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}
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