Player rendering parity & Coal Item#521
Conversation
Added condition to prevent rendering local player's shadow.
Is the shadow rendering code working? Considering that I removed the height offset from the position |
It works |
| void EntityRenderer::postRender(const Entity& entity, const Vec3& pos, float rot, float a) | ||
| { | ||
| if (m_pDispatcher->m_pOptions && m_pDispatcher->m_pOptions->m_fancyGraphics.get() && areShadowsAvailable() && m_shadowRadius > 0.0f) | ||
| //LocalPlayer's shadow not rendering was a bug in the original, caused by the heightOffset being applied to the y position, but as we want to replicate it, this extra condition was added |
There was a problem hiding this comment.
This is kind of a dumb bug to intentionally introduce imo.
There was a problem hiding this comment.
Yeah, don't intentionally re-add the bug.
There was a problem hiding this comment.
Restored back the original
|
Broke the SDL2 submodule |
Maaaaan, fuck the SDL2 submodule. |
I just ran |
|
It's already been changed you have to manually change it back, cd into the submodule directory and run |
Why do I need to change it back? Isn't our own fork the correct version of the code?? |
|
Our master branch has the right version. The PR made a commit to change the submodule version, now you have to make another commit to change it back to the correct version. |
But I am running |
|
cd thirdparty/SDL2/src
git checkout cd6fbfbb035452a991b9762ecbb888b48ec84c1f
cd ../../..
git add .
git commit -m "fix submodule"
git push |
Updated comment to clarify rendering bug related to heightOffset.
Did this on my phone, hope it works 😭