this post was written via google translation since english is not the author's native languagethere may be mistakes all questions to Googlein this texture pack, all projectiles were made in 3D, or rather, those that are possible to make suchI hope you rate it well
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Changelog
anything unchanged except
updated to 1.20 update with new potions textures
You can remove the Firework glitching on an Elytra by renaming the .mcpack to .zip, unzipping/extracting the file, then creating a new folder in the pack folder called 'render_controllers'. After that, go into that folder you just created and create a new file called 'fireworks_rocket.render_controller.json'. Then, paste this code into that new file:
{"format_version":"1.10.0","render_controllers":{"controller.render.fireworks_rocket":{"geometry":"geometry.default","materials":[{"*":"Material.default"}],"textures":["texture.default"],"filter_lighting":true,"part_visibility":[{"bb_main":"!query.is_attached_to_entity"}]}}}
After that, zip the entire pack folder and import it usually into Minecraft. Et voilà! The glitching will have stopped!
More technical explanation: Since the custom firework rocket geometry calls the main bone 'bb_main' not 'body' as in the vanilla resources, the firework rocket render controller which hides the visibility if it is attached to an entity does not trigger, due to it referencing the 'body' bone. Another easy solution would be to change one line in the geometry to change the bone name; however, the default firework animation makes it appear floating and sideways, which the custom bone name circumvents. Rather than changing two files, we just add one file--the render controller--and make it reference the 'bb_main' bone rather than the 'body' bone. (You could also make it reference '*' which may be slightly faster to type.) The code above is just the minified vanilla firework rocket render controller with the bone name changed!