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-rw-r--r--Minecraft.Client/GameRenderer.cpp5
-rw-r--r--Minecraft.Client/LevelRenderer.cpp7
2 files changed, 12 insertions, 0 deletions
diff --git a/Minecraft.Client/GameRenderer.cpp b/Minecraft.Client/GameRenderer.cpp
index f51a24d8..3bf6cb0c 100644
--- a/Minecraft.Client/GameRenderer.cpp
+++ b/Minecraft.Client/GameRenderer.cpp
@@ -745,7 +745,12 @@ 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 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