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Minecraft has five different render layers for non-entity-rendered blocks: solid, cutout, cutout_mipped, translucent, and tripwire. By default, these are hardcoded per block ID and apply to the whole block. Optifine and Continuity allow for selecting four out of five of these (PepperCode1/Continuity#244) via the optifine block.properties file, but these still apply to the block in its entirety and does not allow for specifying that only individual faces or cuboids should use it, meaning that avoidable rendering issues could end up affecting parts of the block they otherwise wouldn't.
I suggest that somewhere inside of individual element or individual face specifications within a model, there would be a way to specify which render layer is used by that element or face. You'd be able to select from any of the five vanilla choices (solid, cutout, cutout_mipped, translucent, tripwire), as well as any chunk render layers that any mods might add.
The text was updated successfully, but these errors were encountered:
Minecraft has five different render layers for non-entity-rendered blocks: solid, cutout, cutout_mipped, translucent, and tripwire. By default, these are hardcoded per block ID and apply to the whole block. Optifine and Continuity allow for selecting four out of five of these (PepperCode1/Continuity#244) via the optifine block.properties file, but these still apply to the block in its entirety and does not allow for specifying that only individual faces or cuboids should use it, meaning that avoidable rendering issues could end up affecting parts of the block they otherwise wouldn't.
I suggest that somewhere inside of individual element or individual face specifications within a model, there would be a way to specify which render layer is used by that element or face. You'd be able to select from any of the five vanilla choices (solid, cutout, cutout_mipped, translucent, tripwire), as well as any chunk render layers that any mods might add.
The text was updated successfully, but these errors were encountered: