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CyclopsMC / IconExporter / 33295007802
7%
master-26-lts: 8%

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Build:
LAST BUILD BRANCH: master-26
DEFAULT BRANCH: master-26-lts
Ran 30 Aug 2026 05:46AM UTC
Jobs 1
Files 18
Run time 1min
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30 Aug 2026 05:34AM UTC coverage: 7.089%. Remained the same
33295007802

Pull #41

github

claude
Scale the icon pose uniformly so block icons keep their shading

Exported block icons came out about 30% darker than the same block looks
in the vanilla inventory, while flat (2D) item icons were fine.

renderGuiItem scaled the pose by (f, f, 1) to reach the requested icon
size, with f = (iconSize / guiScale) / 16. PoseStack#scale reacts to a
non-uniform scale by scaling the normal matrix by (1/f, 1/f, 1) and
marking the normals as untrusted, so every vertex normal gets its X and
Y components squashed. That flattens the diffuse part of Minecraft's GUI
lighting (the ambient part is unaffected), which costs 3D block models
most of their shading. Flat item sprites face the camera and are
unaffected, which is why only block icons looked wrong.

Scaling uniformly leaves the normal matrix alone: the resulting pose is
identical to the one vanilla's ItemRenderer#renderGuiItem builds, for any
icon size and GUI scale. renderFluid already scales uniformly.

Measured on the three visible faces of full-cube blocks, relative to the
block texture (vanilla renders these at 0.99 / 0.65 / 0.40):

  f = 1    0.975 / 0.634 / 0.396
  f = 2    0.687 / 0.466 / 0.391
  f = 4    0.566 / 0.418 / 0.397

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013FpcjAK5qKkXRQHQfwjWnz
Pull Request #41: Scale the icon pose uniformly so block icons keep their shading

2 of 64 branches covered (3.13%)

Branch coverage included in aggregate %.

26 of 331 relevant lines covered (7.85%)

0.31 hits per line

Coverage Regressions

Lines Coverage ∆ File
8
0.0
0.0% org/cyclops/iconexporter/client/gui/ItemRenderUtil.java
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ID Job ID Ran Files Coverage
1 33295007802.1 30 Aug 2026 05:46AM UTC 28
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