Fix parameter names in IForgeDimensionSpecialEffects.adjustLightmapColors to better describe what they are. (#9658)

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Jonathan Colmenares authored and GitHub committed 2023-07-17 09:45:45 -07:00
1 parent 56f19dd53d
commit 340d332e19
1 file changed
+9 -9
@@ -67,15 +67,15 @@ public interface IForgeDimensionSpecialEffects
* Allows for manipulating the coloring of the lightmap texture.
* Will be called for each 16*16 combination of sky/block light values.
*
* @param level The current level (client-side).
* @param partialTicks Progress between ticks.
* @param skyDarken Current darkness of the sky.
* @param skyLight Sky light brightness factor.
* @param blockLight Block light brightness factor.
* @param pixelX X-coordinate of the lightmap texture.
* @param pixelY Y-coordinate of the lightmap texture.
* @param colors The color values that will be used: [r, g, b].
* @param level The current level (client-side).
* @param partialTicks Progress between ticks.
* @param skyDarken Current darkness of the sky (can be used to calculate sky light).
* @param blockLightRedFlicker Block light flicker factor (red color) (can be used to calculate block light).
* @param skyLight Sky light brightness (accounting for sky darkness).
* @param pixelX X-coordinate of the lightmap texture (block).
* @param pixelY Y-coordinate of the lightmap texture (sky).
* @param colors The color values that will be used: [r, g, b].
* @see LightTexture#updateLightTexture(float)
*/
default void adjustLightmapColors(ClientLevel level, float partialTicks, float skyDarken, float skyLight, float blockLight, int pixelX, int pixelY, Vector3f colors) {}
default void adjustLightmapColors(ClientLevel level, float partialTicks, float skyDarken, float blockLightRedFlicker, float skyLight, int pixelX, int pixelY, Vector3f colors) {}
}