fix enable per-variant custom model caching

This commit is contained in:
eliotbyte
2025-10-28 23:09:28 +03:00
parent ed9cf8800a
commit 2a1d2f9354
4 changed files with 11 additions and 7 deletions
+1 -1
View File
@@ -67,7 +67,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
offset.y += (1.0f - hitbox).y * 0.5f;
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
const auto& model = cache.getModel(def.rt.id);
const auto& model = cache.getModel(def.rt.id, 0);
for (const auto& mesh : model.meshes) {
for (const auto& vertex : mesh.vertices) {
+1 -1
View File
@@ -308,7 +308,7 @@ void BlocksRenderer::blockCustomModel(
Z = orient.axes[2];
}
const auto& model = cache.getModel(block.rt.id);
const auto& model = cache.getModel(block.rt.id, block.getVariantIndex(states.userbits));
for (const auto& mesh : model.meshes) {
if (vertexCount + mesh.vertices.size() >= capacity) {
overflow = true;