@@ -58,10 +58,6 @@ protected void render(TileEntityBin tile, float partialTick, PoseStack matrix, M
5858 Optional <BlockState > blockState = WorldUtils .getBlockState (world , coverPos );
5959 if (blockState .isEmpty () || !blockState .get ().canOcclude () || !blockState .get ().isFaceSturdy (world , coverPos , facing .getOpposite ())) {
6060 matrix .pushPose ();
61- //TODO: Come up with a better way to do this hack? Basically we adjust the normals so that the lighting
62- // isn't screwy when it tries to apply the diffuse lighting as we aren't able to disable diffuse lighting
63- // ourselves so need to trick it
64- matrix .last ().normal ().set (FAKE_NORMALS );
6561 switch (facing ) {
6662 case NORTH -> {
6763 matrix .translate (0.71 , 0.8 , -0.0001 );
@@ -82,6 +78,10 @@ protected void render(TileEntityBin tile, float partialTick, PoseStack matrix, M
8278 matrix .scale (scale , scale , 0.0001F );
8379 matrix .translate (8 , -8 , 8 );
8480 matrix .scale (16 , 16 , 16 );
81+ //TODO: Come up with a better way to do this hack? Basically we adjust the normals so that the lighting
82+ // isn't screwy when it tries to apply the diffuse lighting as we aren't able to disable diffuse lighting
83+ // ourselves so need to trick it
84+ matrix .last ().normal ().set (FAKE_NORMALS );
8585 //Calculate lighting based on the light at the block the bin is facing
8686 light = LevelRenderer .getLightColor (world , tile .getBlockPos ().relative (facing ));
8787 Minecraft .getInstance ().getItemRenderer ().renderStatic (binSlot .getRenderStack (), ItemDisplayContext .GUI , light , overlayLight , matrix , renderer , world ,
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