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Port map: falling_block_visible is the shouldRender check
Row 36 said a falling block inside an identical block is still drawn and that game.rs has no such check. game.rs has it: falling_block_visible compares the entity's own state with the state of the cell at its feet, and the entity draw skips the block when the two match, with a unit test either side. The row now names that fn.
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@@ -33,7 +33,7 @@ EvokerFangsRenderer.submit port crates/horizon-client/src/game/fangs.rs::Game::f
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EvokerFangsRenderer.extractRenderState inline crates/horizon-client/src/game/fangs.rs::Game::fangs_geometry yaw and bite progress read there
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ExperienceOrbRenderer.submit inline crates/horizon-client/src/game.rs::Game::entity_geometry orb billboards with the pulsing colour, in the entity pass
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ExperienceOrbRenderer.vertex inline crates/horizon-client/src/game.rs::Game::entity_geometry vertex built inline
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FallingBlockRenderer.shouldRender missing minor: a falling block inside an identical block (vanilla hides it that tick) is still drawn; no such check in game.rs or falling_block.rs
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FallingBlockRenderer.shouldRender port crates/horizon-client/src/game.rs::falling_block_visible a falling block whose own state is the state of the cell its feet are in is not drawn, so a NoGravity block or one that has just landed shows no model; the entity draw skips it and a unit test covers both cases
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FallingBlockRenderer.submit inline crates/horizon-client/src/game.rs::Game::entity_geometry falling block pass with its baked block model
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FallingBlockRenderer.extractRenderState inline crates/horizon-client/src/game.rs::Game::entity_geometry position, state, biome tint and light read there
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FireworkEntityRenderer.extractRenderState port crates/horizon-client/src/game/fireworks.rs::Game::rocket_geometry angled rocket keeps its direction
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