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When equipping armor pieces which textures overlap in the preview window the matter you put them in matters since preview is rendered in the order grid window is set up. Therefore moving armor pieces around changes the preview render as seen in the images below.
Armor is rendered based on the order seen in the image below where the ones that come next will overlap in the preview over the previous armor pieces.
There are 2 solutions:
Either make a grid that can accept certain items only in certain slots like the way minecraft does (helmet socket, chestplate socket..)
Or determine an order in which these armor pieces are previewed that logically makes sense (1st leggings, 2nd chestplate, 3rd boots, 4th helmet, etc...)
Realistically only issue so far is with leggings as they should go under chestplate and boots so always rendering leggings on top would be good too.
The text was updated successfully, but these errors were encountered:
When equipping armor pieces which textures overlap in the preview window the matter you put them in matters since preview is rendered in the order grid window is set up. Therefore moving armor pieces around changes the preview render as seen in the images below.
Armor is rendered based on the order seen in the image below where the ones that come next will overlap in the preview over the previous armor pieces.
There are 2 solutions:
Realistically only issue so far is with leggings as they should go under chestplate and boots so always rendering leggings on top would be good too.
The text was updated successfully, but these errors were encountered: