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Quads without baked normals render dark with smooth lighting on NeoForge #3932
On NeoForge, quads baked without normals (BakedNormals.UNSPECIFIED, which is what the plain 10-arg BakedQuad constructor gives you) render really dark with smooth lighting on if they aren't axis-aligned. Flat lighting looks fine.
I think it's because BakedQuadMixin.getVertexNormal returns -1 for unspecified normals:
So every vertex gets a normal of about (-0.008, -0.008, -0.008) and getAccurateNormal never falls back to the face normal. applyIrregularFace then weights each axis by the normal squared, which adds up to almost nothing, so the * 0.5f at the end ends up cutting both the brightness and the light level in half:
Returning 0 there (same as BakedNormals.UNSPECIFIED.normal(i)) should fix it. It's still the same on dev.
Vanilla blocks don't run into this since regular cube faces never take the irregular path. We hit it with the infusion pillars in Thaumaturge, which have slanted faces. We've worked around it on our end by baking normals, but any mod using the short constructor will see it.
Sodium 0.9.2 for 26.1.2, NeoForge 26.1.2.76.
Reproduction Steps
On NeoForge 26.1.2, make a block model with a slanted quad built with new BakedQuad(p0, p1, p2, p3, uv0, uv1, uv2, uv3, direction, materialInfo) (no normals).
Place the block with smooth lighting on.
The slanted faces come out way darker than they should. Turn smooth lighting off or remove Sodium and they look normal.
Log File
Not attaching one since nothing shows up in the log for this, but I can grab one if you need it.
Activity
douira commentedon Oct 4, 2026
Does this also happen on current Minecraft versions?
Leclowndu93150 commentedon Oct 4, 2026
what do you mean by current ?
Redls07 commentedon Oct 7, 2026
Try to reproduce this on 26.3