Skip emitting empty nodes for entity meshes
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311a714616
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983bec64ff
@ -235,6 +235,9 @@ class TileEntityLocationMesh(EntityMeshBase):
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continue
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tilePositions.append(ref.Position)
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if not len(tilePositions):
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return
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tiles = self._computeVertices(tilePositions, defaultColor, chunkPosition=chunk.chunkPosition)
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vertexNode = VertexNode([tiles])
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@ -279,6 +282,9 @@ class CommandBlockLocationMesh(EntityMeshBase):
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else:
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continue
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if not len(tileColors):
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return
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tiles = self._computeVertices(tilePositions, tileColors, chunkPosition=chunk.chunkPosition)
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vertexNode = VertexNode([tiles])
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@ -354,6 +360,9 @@ class ItemFrameMesh(EntityMeshBase):
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# xxxx assumes 1.8 TilePos - fix this in ref??
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mapTiles.append((mapTex, ref.TilePos, ref.Facing))
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if not len(mapTiles):
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return
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nodes = []
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for mapTex, (x, y, z), facing in mapTiles:
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@ -440,6 +449,9 @@ class MonsterModelRenderer(ChunkMeshBase):
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yield
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if not sceneNode.childCount():
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return
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self.sceneNode = sceneNode
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@ -554,6 +566,9 @@ class MonsterLocationRenderer(EntityMeshBase):
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continue
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monsterPositions.append(pos)
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if not len(monsterPositions):
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return
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monsters = self._computeVertices(monsterPositions,
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(0xff, 0x22, 0x22, 0x44),
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offset=True,
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