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Fix wrong transforms being used on large tool models
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KnightMiner committed Mar 16, 2024
1 parent cc0e301 commit 0aa95b3
Showing 1 changed file with 1 addition and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -340,7 +340,7 @@ private static BakedModel bakeInternal(IGeometryBakingContext owner, Function<Ma
// same drill as above, large means more quad fetching but we can use a simplier variant for small
if (largeTransforms != null) {
guiQuads.add(List.of(MantleItemLayerModel.getQuadForGui(materialSprite.color(), -1, particle, smallTransforms, materialSprite.emissivity())));
fullQuads.add(MaterialModel.getQuadsForMaterial(spriteGetter, owner.getMaterial(part.getName(isBroken, true)), material, -1, smallTransforms, pixels));
fullQuads.add(MaterialModel.getQuadsForMaterial(spriteGetter, owner.getMaterial(part.getName(isBroken, true)), material, -1, largeTransforms, pixels));
} else {
List<BakedQuad> quads = MantleItemLayerModel.getQuadsForSprite(materialSprite.color(), -1, particle, smallTransforms, 0, pixels);
guiQuads.add(filterToGuiQuads(quads));
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