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authorJuuxel <6596629+Juuxel@users.noreply.github.com>2020-05-08 19:36:38 +0300
committerJuuxel <6596629+Juuxel@users.noreply.github.com>2020-05-08 19:36:38 +0300
commita1dff63bca844c70819ffd5b9cce3a7b74eb7df4 (patch)
tree1e6e13d3da183010d6eb8e9110ea593b4330b296 /src/main
parent569e006c737f66c7eed32952226ba4e63000a01a (diff)
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Remove deprecated usages of color4f from ScreenDrawing
Diffstat (limited to 'src/main')
-rw-r--r--src/main/java/io/github/cottonmc/cotton/gui/client/ScreenDrawing.java23
1 files changed, 10 insertions, 13 deletions
diff --git a/src/main/java/io/github/cottonmc/cotton/gui/client/ScreenDrawing.java b/src/main/java/io/github/cottonmc/cotton/gui/client/ScreenDrawing.java
index 4588a51..786f2ee 100644
--- a/src/main/java/io/github/cottonmc/cotton/gui/client/ScreenDrawing.java
+++ b/src/main/java/io/github/cottonmc/cotton/gui/client/ScreenDrawing.java
@@ -9,7 +9,6 @@ import com.mojang.blaze3d.systems.RenderSystem;
import io.github.cottonmc.cotton.gui.widget.data.Alignment;
import net.minecraft.client.MinecraftClient;
-import net.minecraft.client.font.TextRenderer;
import net.minecraft.client.render.BufferBuilder;
import net.minecraft.client.render.Tessellator;
import net.minecraft.client.render.VertexFormats;
@@ -65,12 +64,11 @@ public class ScreenDrawing {
RenderSystem.enableBlend();
//GlStateManager.disableTexture2D();
RenderSystem.blendFuncSeparate(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SrcFactor.ONE, GlStateManager.DstFactor.ZERO);
- RenderSystem.color4f(r, g, b, 1.0f);
- buffer.begin(GL11.GL_QUADS, VertexFormats.POSITION_TEXTURE); //I thought GL_QUADS was deprecated but okay, sure.
- buffer.vertex(x, y + height, 0).texture(u1, v2).next();
- buffer.vertex(x + width, y + height, 0).texture(u2, v2).next();
- buffer.vertex(x + width, y, 0).texture(u2, v1).next();
- buffer.vertex(x, y, 0).texture(u1, v1).next();
+ buffer.begin(GL11.GL_QUADS, VertexFormats.POSITION_COLOR_TEXTURE); //I thought GL_QUADS was deprecated but okay, sure.
+ buffer.vertex(x, y + height, 0).color(r, g, b, 1.0f).texture(u1, v2).next();
+ buffer.vertex(x + width, y + height, 0).color(r, g, b, 1.0f).texture(u2, v2).next();
+ buffer.vertex(x + width, y, 0).color(r, g, b, 1.0f).texture(u2, v1).next();
+ buffer.vertex(x, y, 0).color(r, g, b, 1.0f).texture(u1, v1).next();
tessellator.draw();
//GlStateManager.enableTexture2D();
RenderSystem.disableBlend();
@@ -126,12 +124,11 @@ public class ScreenDrawing {
RenderSystem.enableBlend();
RenderSystem.disableTexture();
RenderSystem.blendFuncSeparate(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SrcFactor.ONE, GlStateManager.DstFactor.ZERO);
- RenderSystem.color4f(r, g, b, a);
- buffer.begin(GL11.GL_QUADS, VertexFormats.POSITION); //I thought GL_QUADS was deprecated but okay, sure.
- buffer.vertex(left, top + height, 0.0D).next();
- buffer.vertex(left + width, top + height, 0.0D).next();
- buffer.vertex(left + width, top, 0.0D).next();
- buffer.vertex(left, top, 0.0D).next();
+ buffer.begin(GL11.GL_QUADS, VertexFormats.POSITION_COLOR); //I thought GL_QUADS was deprecated but okay, sure.
+ buffer.vertex(left, top + height, 0.0D).color(r, g, b, a).next();
+ buffer.vertex(left + width, top + height, 0.0D).color(r, g, b, a).next();
+ buffer.vertex(left + width, top, 0.0D).color(r, g, b, a).next();
+ buffer.vertex(left, top, 0.0D).color(r, g, b, a).next();
tessellator.draw();
RenderSystem.enableTexture();
RenderSystem.disableBlend();