remove unneeded partial ticks from old vanilla fade

This commit is contained in:
James Seibel
2026-02-28 11:34:48 -06:00
parent 1a2c0b0be1
commit 3f509be195
@@ -119,7 +119,7 @@ public class VanillaFadeRenderer
// render //
//========//
public void render(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
public void render(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, IClientLevelWrapper level)
{
int depthTextureId = McLodRenderer.INSTANCE.getActiveDepthTextureId();
if (depthTextureId == -1)
@@ -156,7 +156,7 @@ public class VanillaFadeRenderer
VanillaFadeShader.INSTANCE.frameBuffer = this.fadeFramebuffer;
VanillaFadeShader.INSTANCE.setProjectionMatrix(mcModelViewMatrix, mcProjectionMatrix);
VanillaFadeShader.INSTANCE.setLevelMaxHeight(level.getMaxHeight());
VanillaFadeShader.INSTANCE.render(partialTicks);
VanillaFadeShader.INSTANCE.render(0);
// Applying the fade texture is only needed if MC is drawing to their own frame buffer,
// otherwise we can directly render to their texture
@@ -167,7 +167,7 @@ public class VanillaFadeRenderer
FadeApplyShader.INSTANCE.fadeTexture = this.fadeTexture;
FadeApplyShader.INSTANCE.readFramebuffer = DhFadeShader.INSTANCE.frameBuffer;
FadeApplyShader.INSTANCE.drawFramebuffer = MC_RENDER.getTargetFramebuffer();
FadeApplyShader.INSTANCE.render(partialTicks);
FadeApplyShader.INSTANCE.render(0);
}
profiler.pop();