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| author | Linnea Gräf <nea@nea.moe> | 2025-07-27 22:30:46 +0200 |
|---|---|---|
| committer | Linnea Gräf <nea@nea.moe> | 2025-07-27 22:30:46 +0200 |
| commit | 94648e1eb81f50e31b84ce25a464d99cafa259d5 (patch) | |
| tree | 52d3472be9c828f6443eb2b4209159bdd03ddd11 /src/main/kotlin/util | |
| parent | ba74103dbb7d13f57306e336713a5cd90859b642 (diff) | |
| download | Firmament-94648e1eb81f50e31b84ce25a464d99cafa259d5.tar.gz Firmament-94648e1eb81f50e31b84ce25a464d99cafa259d5.tar.bz2 Firmament-94648e1eb81f50e31b84ce25a464d99cafa259d5.zip | |
fix: translucent tris not being sorted in renderinwordlcontext
Diffstat (limited to 'src/main/kotlin/util')
| -rw-r--r-- | src/main/kotlin/util/render/CustomRenderLayers.kt | 3 | ||||
| -rw-r--r-- | src/main/kotlin/util/render/RenderInWorldContext.kt | 6 |
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) |
