add backup to texture color getting

This commit is contained in:
James Seibel
2026-04-28 07:46:53 -05:00
parent cd7a130ee4
commit 67f4615b34
@@ -260,39 +260,55 @@ public class ClientBlockStateColorCache
&& !quads.isEmpty()
&& quads.get(0) != null)
{
BakedQuad firstQuad = quads.get(0);
try
{
BakedQuad firstQuad = quads.get(0);
#if MC_VER <= MC_1_21_11
this.needPostTinting = firstQuad.isTinted();
#else
this.needPostTinting = firstQuad.materialInfo().isTinted();
#endif
#if MC_VER <= MC_1_21_11
this.needPostTinting = firstQuad.isTinted();
#else
this.needPostTinting = firstQuad.materialInfo().isTinted();
#endif
#if MC_VER <= MC_1_21_4
this.tintIndex = firstQuad.getTintIndex();
#elif MC_VER <= MC_1_21_11
this.tintIndex = firstQuad.tintIndex();
#else
this.tintIndex = firstQuad.materialInfo().tintIndex();
#endif
#if MC_VER < MC_1_17_1
this.baseColor = calculateColorFromTexture(
firstQuad.sprite,
EColorMode.getColorMode(this.blockState.getBlock()));
#elif MC_VER < MC_1_21_5
this.baseColor = calculateColorFromTexture(
firstQuad.getSprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#elif MC_VER <= MC_1_21_11
this.baseColor = calculateColorFromTexture(
firstQuad.sprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#else
this.baseColor = calculateColorFromTexture(
firstQuad.materialInfo().sprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#endif
#if MC_VER <= MC_1_21_4
this.tintIndex = firstQuad.getTintIndex();
#elif MC_VER <= MC_1_21_11
this.tintIndex = firstQuad.tintIndex();
#else
this.tintIndex = firstQuad.materialInfo().tintIndex();
#endif
#if MC_VER < MC_1_17_1
this.baseColor = calculateColorFromTexture(
firstQuad.sprite,
EColorMode.getColorMode(this.blockState.getBlock()));
#elif MC_VER < MC_1_21_5
this.baseColor = calculateColorFromTexture(
firstQuad.getSprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#elif MC_VER <= MC_1_21_11
this.baseColor = calculateColorFromTexture(
firstQuad.sprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#else
this.baseColor = calculateColorFromTexture(
firstQuad.materialInfo().sprite(),
EColorMode.getColorMode(this.blockState.getBlock()));
#endif
}
catch (Exception e)
{
// Shouldn't normally happen, but there was at least
// one report of MC's texture being un-loaded
// which prevented us from getting the texture.
// So we should have some basic backup logic.
LOGGER.warn("Failed to get texture color for block ["+this.blockStateWrapper.getSerialString()+"] due to: ["+e.getMessage()+"], falling back to particle color.");
this.needPostTinting = false;
this.tintIndex = 0;
this.baseColor = this.getParticleIconColor();
}
}
else
{
@@ -399,22 +415,14 @@ public class ClientBlockStateColorCache
int scale = 1;
if (colorMode == EColorMode.Leaves)
{
//switch (//FIXME add config option)
// case BLACK:
// a = 255; //simulate black background of fast leaves
// break;
// case IGNORE:
if (a == 0) {
continue; //same long grass
}
else
{
a = 255; //just in case there are semi transparent pixels
}
// break;
// case TRANSPARENT:
// break; //do nothing, let it count towards transparency
if (a == 0)
{
continue; //same long grass
}
else
{
a = 255; //just in case there are semi transparent pixels
}
}
else if (a == 0 && colorMode != EColorMode.Glass)
{