From cfcec48ae1ea79fe27e40c6258cf4b7f31753209 Mon Sep 17 00:00:00 2001 From: Marlian <84173858+MCbabel@users.noreply.github.com> Date: Sun, 8 Mar 2026 05:30:44 +0100 Subject: Fix horse rendering: culling when looking up + fire debug texture (#899) - Skip frustum culling for the entity the player is currently riding, preventing the horse from disappearing when looking up (fixes a bug reported on Discord) - Fix HorseRenderer::bindTexture() to delegate to base class for single textures (fire atlas, enchant glint), only using bindTextureLayers() for multi-layer horse textures Co-authored-by: MCbabel --- Minecraft.Client/HorseRenderer.cpp | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'Minecraft.Client/HorseRenderer.cpp') diff --git a/Minecraft.Client/HorseRenderer.cpp b/Minecraft.Client/HorseRenderer.cpp index e01542d5..5bbf7661 100644 --- a/Minecraft.Client/HorseRenderer.cpp +++ b/Minecraft.Client/HorseRenderer.cpp @@ -55,8 +55,15 @@ void HorseRenderer::renderModel(shared_ptr mob, float wp, float ws void HorseRenderer::bindTexture(ResourceLocation *location) { - // Set up (potentially) multiple texture layers for the horse - entityRenderDispatcher->textures->bindTextureLayers(location); + if (location->getTextureCount() > 1) + { + // Set up multiple texture layers for the horse + entityRenderDispatcher->textures->bindTextureLayers(location); + } + else + { + EntityRenderer::bindTexture(location); + } } ResourceLocation *HorseRenderer::getTextureLocation(shared_ptr entity) -- cgit v1.2.3