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Original file line number Diff line number Diff line change
Expand Up @@ -28,13 +28,13 @@ public CustomCapeFeatureRenderer(RenderLayerParent<AvatarRenderState, PlayerMode
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,
Expand All @@ -45,5 +45,5 @@ private void onRender(SubmitNodeCollector instance, Model model, Object o, PoseS
// original.call(instance, matrixStack, updatedConsumer, light, overlay, outlineColor);
// return Unit.INSTANCE;
// });
}
// }
}
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