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authorMarvelco <helito941@gmail.com>2026-03-06 23:35:30 +0200
committerGitHub <noreply@github.com>2026-03-06 15:35:30 -0600
commita4214805d1edfd79e4ee8b587e44faf537ec507c (patch)
tree890f34b01090bb2b17d6c1ae5d63555ab9f03dbb /Minecraft.Client/LevelRenderer.cpp
parentd265ce29a2e31c8b07dfacee1c9dcdcc7d7a4171 (diff)
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
Diffstat (limited to 'Minecraft.Client/LevelRenderer.cpp')
-rw-r--r--Minecraft.Client/LevelRenderer.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/Minecraft.Client/LevelRenderer.cpp b/Minecraft.Client/LevelRenderer.cpp
index d9510a53..1648185d 100644
--- a/Minecraft.Client/LevelRenderer.cpp
+++ b/Minecraft.Client/LevelRenderer.cpp
@@ -767,6 +767,9 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
glPushMatrix();
glTranslatef((float)-xOff, (float)-yOff, (float)-zOff);
+ if (layer == 1)
+ glDepthMask(false);
+
#ifdef __PSVITA__
// AP - also set the camera position so we can work out if a chunk is fogged or not
RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff);
@@ -844,6 +847,10 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
#endif // __PS3__
glPopMatrix();
+
+ if (layer == 1)
+ glDepthMask(true);
+
mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
#else