Fixed stained glass and glass pane not rendering the water and held item transparency for stained glass and pane (#748)
* fixed stained glass and glass pane not rendering the water * Fixed held item transparency for stained glass and pane
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@@ -745,7 +745,12 @@ void GameRenderer::renderItemInHand(float a, int eye)
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{
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{
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turnOnLightLayer(a);
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turnOnLightLayer(a);
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PIXBeginNamedEvent(0,"Item in hand render");
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PIXBeginNamedEvent(0,"Item in hand render");
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(false);
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itemInHandRenderer->render(a);
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itemInHandRenderer->render(a);
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glDepthMask(true);
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glDisable(GL_BLEND);
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PIXEndNamedEvent();
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PIXEndNamedEvent();
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turnOffLightLayer(a);
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turnOffLightLayer(a);
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}
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}
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@@ -767,6 +767,9 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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glPushMatrix();
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glPushMatrix();
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glTranslatef((float)-xOff, (float)-yOff, (float)-zOff);
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glTranslatef((float)-xOff, (float)-yOff, (float)-zOff);
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if (layer == 1)
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glDepthMask(false);
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#ifdef __PSVITA__
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#ifdef __PSVITA__
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// AP - also set the camera position so we can work out if a chunk is fogged or not
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// AP - also set the camera position so we can work out if a chunk is fogged or not
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RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff);
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RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff);
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@@ -844,6 +847,10 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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#endif // __PS3__
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#endif // __PS3__
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glPopMatrix();
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glPopMatrix();
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if (layer == 1)
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glDepthMask(true);
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mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
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mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
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#else
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#else
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@@ -5,7 +5,7 @@
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Icon *StainedGlassBlock::ICONS[StainedGlassBlock::ICONS_LENGTH];
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Icon *StainedGlassBlock::ICONS[StainedGlassBlock::ICONS_LENGTH];
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StainedGlassBlock::StainedGlassBlock(int id, Material *material) : HalfTransparentTile(id, L"glass", material, false)
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StainedGlassBlock::StainedGlassBlock(int id, Material *material) : HalfTransparentTile(id, L"glass", material, true)
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{
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{
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}
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}
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@@ -6,7 +6,7 @@
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Icon *StainedGlassPaneBlock::ICONS[StainedGlassPaneBlock::ICONS_COUNT];
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Icon *StainedGlassPaneBlock::ICONS[StainedGlassPaneBlock::ICONS_COUNT];
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Icon *StainedGlassPaneBlock::EDGE_ICONS[StainedGlassPaneBlock::ICONS_COUNT];
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Icon *StainedGlassPaneBlock::EDGE_ICONS[StainedGlassPaneBlock::ICONS_COUNT];
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StainedGlassPaneBlock::StainedGlassPaneBlock(int id) : ThinFenceTile(id, L"glass", L"glass_pane_top", Material::glass, false)
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StainedGlassPaneBlock::StainedGlassPaneBlock(int id) : ThinFenceTile(id, L"glass", L"glass_pane_top", Material::glass, true)
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{
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{
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}
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}
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