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Flipped negative y face of multiside blocks #126
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How does this affect Bottom Facing Sensor Blocks? Because if it messes those up, I would be forced to rewrite a ton of geometric code, which needs way too much trial and error for me. |
the reason i never fixed this is because the UVs somehow have a different effect on full blocks vs nonfull blocks. That is one of the other reasons. |
Overall, if we have more groups of textures that need to be added to the "whitelist", we can make it a separate function with a collection that we will compare with, and put this list somewhere in gregapi.data.CS, judging by similar checks in the project. |
I hope I correctly understood the project's philosophy regarding storing utils functions and static data. |
Introduced a utility method to determine if textures need flipping based on texture groups and block bounds. Updated rendering functions to use this logic, ensuring correct texture orientation for specific cases. Corrected UV coordinates for the negative y face rendering. These changes ensure proper texture alignment for bottom sides when using ambient occlusion (AO) and regular rendering.
Corrected UV coordinates for the negative y face rendering. These changes ensure proper texture alignment for bottom sides when using ambient occlusion (AO) and regular rendering.