Add translucent block rendering (glass, water, ice)#132
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Add translucent block rendering (glass, water, ice)#132
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- Handle nested texture objects with sprite/force_translucent fields in model JSON (26.1.1 changed glass/stained glass format) - Add Translucent block classification for glass, stained glass, stained glass panes, ice, slime, honey, tinted glass - Glass borders now render (full translucency requires second pass)
- Separate translucent vertex/index buffers per chunk - Translucent pipeline with alpha blending (SRC_ALPHA/ONE_MINUS_SRC_ALPHA), depth test on, depth write off - chunk_translucent.frag: discard at alpha < 0.01 (not 0.5) - Mesher routes Translucent and Water blocks to translucent buffers - Drawn after opaque chunks, entities, and item entities - Per-chunk translucent data combined into single buffer when dirty
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Summary
Test plan