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Fix multiversion LOD biome tint sampling position#214

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G9third wants to merge 3 commits into
m3t4f1v3:multiversionfrom
G9third:multiversion-clientpos-tint-fix
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Fix multiversion LOD biome tint sampling position#214
G9third wants to merge 3 commits into
m3t4f1v3:multiversionfrom
G9third:multiversion-clientpos-tint-fix

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@G9third

@G9third G9third commented Jul 2, 2026

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This PR fixes biome/block tint sampling for Voxy LOD generation by using the actual world position of the LOD sample when asking Minecraft's client BlockColors system for tint colors.

Previously, tinted blocks could use a generic or incorrect position during LOD color generation. This could cause visibly wrong LOD colors in terrain/worldgen mods where biome colors depend on the exact world position, such as Big Globe.

The change is isolated to client rendering/model generation:

  • ModelFactory.java
  • RenderDataFactory.java

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Updated to avoid duplicating the RGB333 tint palette per tinted model. The client-position tint fix still stores a per-quad quantized tint index, but all biome-tinted models now point at one shared 512-entry RGB333 palette, making the added palette VRAM fixed at about 2 KB total.

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