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-rw-r--r--src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java b/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java
index 7852fc3..7a4a3c7 100644
--- a/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java
+++ b/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java
@@ -28,13 +28,13 @@ public abstract class CustomCapeFeatureRenderer extends RenderLayer<AvatarRender
super(context);
}
- @WrapOperation(
- method = "submit(Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/SubmitNodeCollector;ILnet/minecraft/client/renderer/entity/state/AvatarRenderState;FF)V",
- at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/SubmitNodeCollector;submitModel(Lnet/minecraft/client/model/Model;Ljava/lang/Object;Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/RenderType;IIILnet/minecraft/client/renderer/feature/ModelFeatureRenderer$CrumblingOverlay;)V")
- )
- private void onRender(SubmitNodeCollector instance, Model model, Object o, PoseStack matrixStack, RenderType renderLayer, int light, int overlay, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlayCommand, Operation<Void> original,
- @Local(argsOnly = true) AvatarRenderState playerEntityRenderState, @Local PlayerSkin skinTextures) {
- // TODO: 1.21.10 custom capes by pre rendering the texture id. this is more viable on this version i am fairly sure, without clogging up all of the cached image render layers
+// @WrapOperation(
+// method = "submit(Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/SubmitNodeCollector;ILnet/minecraft/client/renderer/entity/state/AvatarRenderState;FF)V",
+// at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/SubmitNodeCollector;submitModel(Lnet/minecraft/client/model/Model;Ljava/lang/Object;Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/RenderType;IIILnet/minecraft/client/renderer/feature/ModelFeatureRenderer$CrumblingOverlay;)V")
+// )
+// private void onRender(SubmitNodeCollector instance, Model model, Object o, PoseStack matrixStack, RenderType renderLayer, int light, int overlay, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlayCommand, Operation<Void> original,
+// @Local(argsOnly = true) AvatarRenderState playerEntityRenderState, @Local PlayerSkin skinTextures) {
+// // TODO: 1.21.10 custom capes by pre rendering the texture id. this is more viable on this version i am fairly sure, without clogging up all of the cached image render layers
// CustomCapes.render(
// playerEntityRenderState,
// vertexConsumer,
@@ -45,5 +45,5 @@ public abstract class CustomCapeFeatureRenderer extends RenderLayer<AvatarRender
// original.call(instance, matrixStack, updatedConsumer, light, overlay, outlineColor);
// return Unit.INSTANCE;
// });
- }
+// }
}