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SkinRenderer - Fix Slim model flag rendering being incorrect
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@@ -732,11 +732,11 @@ namespace PckStudio.Rendering
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leftLegOverlay.SetEnabled(0, !ANIM.GetFlag(SkinAnimFlag.LEFT_LEG_OVERLAY_DISABLED));
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int slimValue = slim ? 3 : 4;
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rightArm.ReplaceCube(0, new(-3, -2, -2), new(slimValue, 12, 4), new(40, 16));
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rightArmOverlay.ReplaceCube(0, new(-3, -2, -2), new(slimValue, 12, 4), new(40, 32), scale: OverlayScale);
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rightArm .ReplaceCube(0, new(slim ? -2 : -3, -2, -2), new(slimValue, 12, 4), new(40, 16));
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rightArmOverlay.ReplaceCube(0, new(slim ? -2 : -3, -2, -2), new(slimValue, 12, 4), new(40, 32));
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leftArm.ReplaceCube(0, new(-1, -2, -2), new(slimValue, 12, 4), new(32, 48));
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leftArmOverlay.ReplaceCube(0, new(-1, -2, -2), new(slimValue, 12, 4), new(48, 48), scale: OverlayScale);
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leftArm .ReplaceCube(0, new(-1, -2, -2), new(slimValue, 12, 4), new(32, 48));
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leftArmOverlay.ReplaceCube(0, new(-1, -2, -2), new(slimValue, 12, 4), new(48, 48));
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rightLeg.ReplaceCube(0, new(-2, 0, -2), new(4, 12, 4), new(0, 16));
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leftLeg.ReplaceCube(0, new(-2, 0, -2), new(4, 12, 4), new(16, 48));
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@@ -918,10 +918,6 @@ namespace PckStudio.Rendering
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legLeftMatrix = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(animationCurrentRotationAngle));
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}
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// TODO: only apply Translation to the base arm
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bool slimModel = ANIM.GetFlag(SkinAnimFlag.SLIM_MODEL);
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rightArm.Translation = rightArmOverlay.Translation = new Vector3(slimModel ? -4f : -5f, -2f, 0f);
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RenderBodyPart(skinShader, Matrix4.Identity, transform, "HEAD", "HEADWEAR");
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RenderBodyPart(skinShader, Matrix4.Identity, transform, "BODY", "JACKET");
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RenderBodyPart(skinShader, RightArmMatrix * armRightMatrix, transform, "ARM0", "SLEEVE0");
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