Use different naming for fullbright, and always reset it back after setting it.
This commit is contained in:
@@ -52,7 +52,7 @@ public class CubeBuilder {
|
||||
|
||||
private boolean useStandardUV = false;
|
||||
|
||||
private boolean renderFullBright;
|
||||
private boolean emissiveMaterial;
|
||||
|
||||
public CubeBuilder(List<BakedQuad> output) {
|
||||
this.output = output;
|
||||
@@ -379,7 +379,7 @@ public class CubeBuilder {
|
||||
if (e.getIndex() == 0) {
|
||||
builder.put(i, u, v);
|
||||
break;
|
||||
} else if (e.getIndex() == 2 && renderFullBright) {
|
||||
} else if (e.getIndex() == 2 && emissiveMaterial) {
|
||||
// Force Brightness to 15, this is for full bright mode
|
||||
// this vertex element will only be present in that case
|
||||
final float lightMapU = (float) (15 * 0x20) / 0xFFFF;
|
||||
@@ -434,8 +434,8 @@ public class CubeBuilder {
|
||||
this.setColorRGB((int) (r * 255) << 16 | (int) (g * 255) << 8 | (int) (b * 255));
|
||||
}
|
||||
|
||||
public void setRenderFullBright(boolean renderFullBright) {
|
||||
this.renderFullBright = renderFullBright;
|
||||
public void setEmissiveMaterial(boolean renderFullBright) {
|
||||
this.emissiveMaterial = renderFullBright;
|
||||
}
|
||||
|
||||
public void setCustomUv(Direction facing, float u1, float v1, float u2, float v2) {
|
||||
|
||||
Reference in New Issue
Block a user