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authorKevin <92656833+kevinthegreat1@users.noreply.github.com>2024-01-01 14:50:01 +0800
committerGitHub <noreply@github.com>2024-01-01 01:50:01 -0500
commit37eb5bfad25b1e0c3326ed27744c38f81513b5e4 (patch)
treef218b51ff9fe54597f7126115547fb15f12bbb4e /src/main/java/de/hysky/skyblocker/utils/render
parent8005dd9afe963a461619ee3da603d8202292840b (diff)
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Waterboard Solver (#467)
* Add waterboard detection and parsing * Solve waterboard * Render lines through walls * Fix lines * Add lever highlights
Diffstat (limited to 'src/main/java/de/hysky/skyblocker/utils/render')
-rw-r--r--src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
index 7526c0a8..05514d02 100644
--- a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
+++ b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
@@ -140,8 +140,9 @@ public class RenderHelper {
* @param colorComponents An array of R, G and B color components
* @param alpha The alpha of the lines
* @param lineWidth The width of the lines
+ * @param throughWalls Whether to render through walls or not
*/
- public static void renderLinesFromPoints(WorldRenderContext context, Vec3d[] points, float[] colorComponents, float alpha, float lineWidth) {
+ public static void renderLinesFromPoints(WorldRenderContext context, Vec3d[] points, float[] colorComponents, float alpha, float lineWidth, boolean throughWalls) {
Vec3d camera = context.camera().getPos();
MatrixStack matrices = context.matrixStack();
@@ -163,6 +164,7 @@ public class RenderHelper {
RenderSystem.defaultBlendFunc();
RenderSystem.disableCull();
RenderSystem.enableDepthTest();
+ RenderSystem.depthFunc(throughWalls ? GL11.GL_ALWAYS : GL11.GL_LEQUAL);
buffer.begin(DrawMode.LINE_STRIP, VertexFormats.LINES);
@@ -182,6 +184,7 @@ public class RenderHelper {
GL11.glDisable(GL11.GL_LINE_SMOOTH);
RenderSystem.lineWidth(1f);
RenderSystem.enableCull();
+ RenderSystem.depthFunc(GL11.GL_LEQUAL);
}
public static void renderQuad(WorldRenderContext context, Vec3d[] points, float[] colorComponents, float alpha, boolean throughWalls) {