diff options
| author | Loki Rautio <lokirautio@gmail.com> | 2026-03-06 16:29:46 -0600 |
|---|---|---|
| committer | Loki Rautio <lokirautio@gmail.com> | 2026-03-06 16:29:46 -0600 |
| commit | 4e67706dc3dc02e1a96fa5cd479b831dfb92e85d (patch) | |
| tree | 86c2326deaec917482f6c71a361d45c063c9821e /Minecraft.Client | |
| parent | a4214805d1edfd79e4ee8b587e44faf537ec507c (diff) | |
Revert "Fixed stained glass and glass pane not rendering the water and held item transparency for stained glass and pane (#748)"
This reverts commit a4214805d1edfd79e4ee8b587e44faf537ec507c.
Diffstat (limited to 'Minecraft.Client')
| -rw-r--r-- | Minecraft.Client/GameRenderer.cpp | 5 | ||||
| -rw-r--r-- | Minecraft.Client/LevelRenderer.cpp | 7 |
2 files changed, 0 insertions, 12 deletions
diff --git a/Minecraft.Client/GameRenderer.cpp b/Minecraft.Client/GameRenderer.cpp index 3bf6cb0c..f51a24d8 100644 --- a/Minecraft.Client/GameRenderer.cpp +++ b/Minecraft.Client/GameRenderer.cpp @@ -745,12 +745,7 @@ void GameRenderer::renderItemInHand(float a, int eye) { turnOnLightLayer(a); PIXBeginNamedEvent(0,"Item in hand render"); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDepthMask(false); itemInHandRenderer->render(a); - glDepthMask(true); - glDisable(GL_BLEND); PIXEndNamedEvent(); turnOffLightLayer(a); } diff --git a/Minecraft.Client/LevelRenderer.cpp b/Minecraft.Client/LevelRenderer.cpp index 1648185d..d9510a53 100644 --- a/Minecraft.Client/LevelRenderer.cpp +++ b/Minecraft.Client/LevelRenderer.cpp @@ -767,9 +767,6 @@ 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); @@ -847,10 +844,6 @@ 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 |
