From 7ccf01337034b5d7fff99d61603b1d47d097e0b8 Mon Sep 17 00:00:00 2001 From: Kli Kli Date: Fri, 24 Mar 2023 15:08:18 +0100 Subject: [PATCH] chore: remove unused comment --- .../java/com/klikli_dev/theurgy/client/render/SulfurBEWLR.java | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/main/java/com/klikli_dev/theurgy/client/render/SulfurBEWLR.java b/src/main/java/com/klikli_dev/theurgy/client/render/SulfurBEWLR.java index 41a878b6e..eaea6fd6c 100644 --- a/src/main/java/com/klikli_dev/theurgy/client/render/SulfurBEWLR.java +++ b/src/main/java/com/klikli_dev/theurgy/client/render/SulfurBEWLR.java @@ -107,9 +107,6 @@ public void renderContainedItem(ItemStack sulfurStack, ItemDisplayContext displa BakedModel containedModel = itemRenderer.getModel(containedStack, null, null, 0); BakedModel labelModel = itemRenderer.getModel(labelStack, null, null, 0); pPoseStack.pushPose(); - //TODO this - //not sure why we don't have to apply transform here. Somehow label carries over, because if we do not call label our rendering is off - //now apply the transform to the contained item to make it look right in-world -> because below we render with gui transform which would mess it up //despite this returning a model (self in fact) it actually modifies the pose stack, hence the pushPose above! labelModel.applyTransform(displayContext, pPoseStack, isLeftHand(displayContext)); //reuse the label transform to simulate flat items even if the contained item is 3d