From 41b790070635c60b6a1ec2bade47d8e860dc44f3 Mon Sep 17 00:00:00 2001 From: shartte Date: Mon, 17 Aug 2020 21:58:51 +0200 Subject: [PATCH] Fixes #4598: Incorrectly rotated face for determining block lightlevel in ME Chest renderer. (#4599) (#4609) (cherry picked from commit 954ce1442e155cd282a59039fa8b44844412e6a3) --- .../java/appeng/client/render/tesr/ChestTileEntityRenderer.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/main/java/appeng/client/render/tesr/ChestTileEntityRenderer.java b/src/main/java/appeng/client/render/tesr/ChestTileEntityRenderer.java index 981a3ae10..8eb9ea947 100644 --- a/src/main/java/appeng/client/render/tesr/ChestTileEntityRenderer.java +++ b/src/main/java/appeng/client/render/tesr/ChestTileEntityRenderer.java @@ -142,7 +142,7 @@ public class ChestTileEntityRenderer extends TileEntityRenderer public List getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand, @Nonnull IModelData extraData) { if (side != null) { - side = r.rotate(side); // This fixes the incorrect lightmap position + side = r.resultingRotate(side); // This fixes the incorrect lightmap position } List quads = new ArrayList<>(super.getQuads(state, side, rand, extraData));