The bug
When a spider, enderman or phantom is on fire, the mob itself is bright but the fire animation uses the same brightness as the surroundings (causing it to appear dark in dark places). All of these mobs use multiple layers for glowing eyes.
To reproduce
Set a spider, enderman or phantom on fire in a dark area (e.g. night time), and compare the flame animation with that of any other mob.
Linked issues
is duplicated by 2
Attachments
Comments 14
You are correct, but no need to be rude. We get tons of duplicate issues, some will get resolved wrong by accident.
I was able to fix this for spiders in a forge 1.12 mod by using reflection to remove the spider eye render layer from the spider renderer's render layer list. Doing so also fixed MC-84404.
Update: after replacing the spider eye layer with a custom version, I've come to the conclusion that the fire render issue is due (as one may expect) to an issue with the lightmap settings upon leaving the spider eye layer rendering method. I've fixed this in my mod by simply saving the lightmap texture coordinates to method-local variables, doing the render, and then setting them back to what they were, instead of attempting to recalculate them as is done "currently", "currently" being 1.12.2 in my case.
Edit: My solutions for spiders and endermen can be found below, but they also include a non-optimal workaround for team glow color (MC-84404). The relevant part for this issue is strictly the lightmap-related code (what has been removed, changed, and added for lightmap-related functions):
...
Other mobs will burn and emit light even if it is light out