fix: restore entity lighting, use tesselated clouds for night-time lighting

This commit is contained in:
Sally Knight
2026-03-23 20:33:55 +03:00
parent 8094590e8d
commit 98eea45bb7
3 changed files with 29 additions and 16 deletions

View File

@@ -560,7 +560,9 @@ void LevelRenderer::renderEntities(Vec3* cam, Culler* culler, float a) {
TileEntityRenderDispatcher::zOff =
(player->zOld + (player->z - player->zOld) * a);
mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
// 4jcraft: we use scaleLight for entity lighting
mc->gameRenderer->turnOnLightLayer(
a, true); // 4J - brought forward from 1.8.2
std::vector<std::shared_ptr<Entity> > entities =
level[playerIndex]->getAllEntities();
@@ -1689,7 +1691,7 @@ void LevelRenderer::renderAdvancedClouds(float alpha) {
// geometry to get rid of seams. This is a huge amount more
// quads to render, so now using command buffers to render each
// section to cut CPU hit.
#if 1
#if 0
float xx = (float)(xPos * D);
float zz = (float)(zPos * D);
float xp = xx - xoffs;