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Ported overlays to 26.1.x#2634

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albazavr-alba wants to merge 2 commits into
TeamTwilight:latestfrom
albazavr-alba:port-overlays
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Ported overlays to 26.1.x#2634
albazavr-alba wants to merge 2 commits into
TeamTwilight:latestfrom
albazavr-alba:port-overlays

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Comment thread src/main/java/twilightforest/client/overlay/display/MapDisplay.java
Comment thread src/main/java/twilightforest/client/overlay/PortalOverlay.java
@albazavr-alba
albazavr-alba requested a review from a6tumn July 4, 2026 22:51
.withDepthStencilState(new DepthStencilState(CompareOp.ALWAYS_PASS, false))
.build();
Material.Baked textureatlassprite = minecraft.getModelManager().getBlockStateModelSet().getParticleMaterial(TFBlocks.TWILIGHT_PORTAL.get().defaultBlockState());
graphics.blit(pipeline, textureatlassprite.sprite().atlasLocation(), 0, 0, 0, 0, -90, window.getGuiScaledWidth(), window.getGuiScaledHeight(), ARGB.color(portal.getPortalTimer() / TFPortalAttachment.MAX_TICKS, 0, 0, 0));

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I want to preface this by saying that I am in no way an expert on graphics, but this color conversion does not look right to me. I believe that the old method was using normalized float channels between 0.0F-1.0F, which I think would now be equivalent to 0-255.

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2 participants