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authorLinnea Gräf <nea@nea.moe>2025-07-27 22:30:46 +0200
committerLinnea Gräf <nea@nea.moe>2025-07-27 22:30:46 +0200
commit94648e1eb81f50e31b84ce25a464d99cafa259d5 (patch)
tree52d3472be9c828f6443eb2b4209159bdd03ddd11 /src/main/kotlin/util/render
parentba74103dbb7d13f57306e336713a5cd90859b642 (diff)
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fix: translucent tris not being sorted in renderinwordlcontext
Diffstat (limited to 'src/main/kotlin/util/render')
-rw-r--r--src/main/kotlin/util/render/CustomRenderLayers.kt3
-rw-r--r--src/main/kotlin/util/render/RenderInWorldContext.kt6
2 files changed, 2 insertions, 7 deletions
diff --git a/src/main/kotlin/util/render/CustomRenderLayers.kt b/src/main/kotlin/util/render/CustomRenderLayers.kt
index 6c14bf6..912ffdf 100644
--- a/src/main/kotlin/util/render/CustomRenderLayers.kt
+++ b/src/main/kotlin/util/render/CustomRenderLayers.kt
@@ -11,7 +11,6 @@ import net.minecraft.client.render.RenderLayer
import net.minecraft.client.render.RenderPhase
import net.minecraft.client.render.VertexFormats
import net.minecraft.util.Identifier
-import net.minecraft.util.TriState
import net.minecraft.util.Util
import moe.nea.firmament.Firmament
@@ -88,6 +87,8 @@ object CustomRenderLayers {
val COLORED_QUADS = RenderLayer.of(
"firmament_quads",
RenderLayer.DEFAULT_BUFFER_SIZE,
+ false,
+ true,
CustomRenderPipelines.COLORED_OMNIPRESENT_QUADS,
RenderLayer.MultiPhaseParameters.builder()
.lightmap(RenderPhase.DISABLE_LIGHTMAP)
diff --git a/src/main/kotlin/util/render/RenderInWorldContext.kt b/src/main/kotlin/util/render/RenderInWorldContext.kt
index 2f665f2..29a387b 100644
--- a/src/main/kotlin/util/render/RenderInWorldContext.kt
+++ b/src/main/kotlin/util/render/RenderInWorldContext.kt
@@ -230,12 +230,6 @@ class RenderInWorldContext private constructor(
fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) {
- // TODO: there should be *no more global state*. the only thing we should be doing is render layers. that includes settings like culling, blending, shader color, and depth testing
- // For now i will let these functions remain, but this needs to go before i do a full (non-beta) release
-// RenderSystem.disableDepthTest()
-// RenderSystem.enableBlend()
-// RenderSystem.defaultBlendFunc()
-// RenderSystem.disableCull()
event.matrices.push()
event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z)