Small crystal rendering fixes

This commit is contained in:
paulevsGitch 2021-12-28 22:58:41 +03:00
parent 30046b25c8
commit 2f701885f4

View file

@ -19,6 +19,7 @@ import ru.bclib.util.MHelper;
import ru.betterend.BetterEnd; import ru.betterend.BetterEnd;
import ru.betterend.blocks.AuroraCrystalBlock; import ru.betterend.blocks.AuroraCrystalBlock;
// TODO make crystals bright
public class EternalCrystalRenderer { public class EternalCrystalRenderer {
private static final RenderType RENDER_LAYER; private static final RenderType RENDER_LAYER;
private static final ModelPart[] SHARDS; private static final ModelPart[] SHARDS;
@ -116,7 +117,7 @@ public class EternalCrystalRenderer {
} }
static { static {
RENDER_LAYER = RenderType.beaconBeam(BetterEnd.makeID("textures/entity/eternal_crystal.png"), true); RENDER_LAYER = RenderType.itemEntityTranslucentCull(BetterEnd.makeID("textures/entity/eternal_crystal.png"));
SHARDS = new ModelPart[4]; SHARDS = new ModelPart[4];
ModelPart root = getTexturedModelData().bakeRoot(); ModelPart root = getTexturedModelData().bakeRoot();