Move Partical rendering down in the order, after everything else. Should fix particals rendering behind water, digging process, and selection.
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e805d53089
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4cd70f5e98
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@ -56,17 +56,24 @@
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GL11.glRotatef(entityliving.prevRotationYaw + (entityliving.rotationYaw - entityliving.prevRotationYaw) * par1 + 180.0F, 0.0F, -1.0F, 0.0F);
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GL11.glRotatef(entityliving.prevRotationYaw + (entityliving.rotationYaw - entityliving.prevRotationYaw) * par1 + 180.0F, 0.0F, -1.0F, 0.0F);
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GL11.glRotatef(entityliving.prevRotationPitch + (entityliving.rotationPitch - entityliving.prevRotationPitch) * par1, -1.0F, 0.0F, 0.0F);
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GL11.glRotatef(entityliving.prevRotationPitch + (entityliving.rotationPitch - entityliving.prevRotationPitch) * par1, -1.0F, 0.0F, 0.0F);
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}
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}
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@@ -1142,7 +1146,9 @@
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@@ -1142,23 +1146,20 @@
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{
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{
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RenderHelper.enableStandardItemLighting();
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RenderHelper.enableStandardItemLighting();
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this.mc.mcProfiler.endStartSection("entities");
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this.mc.mcProfiler.endStartSection("entities");
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+ ForgeHooksClient.setRenderPass(0);
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+ ForgeHooksClient.setRenderPass(0);
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renderglobal.renderEntities(entityliving.getPosition(par1), frustrum, par1);
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renderglobal.renderEntities(entityliving.getPosition(par1), frustrum, par1);
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- this.enableLightmap((double)par1);
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- this.mc.mcProfiler.endStartSection("litParticles");
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- effectrenderer.renderLitParticles(entityliving, par1);
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- RenderHelper.disableStandardItemLighting();
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- this.setupFog(0, par1);
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- this.mc.mcProfiler.endStartSection("particles");
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- effectrenderer.renderParticles(entityliving, par1);
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- this.disableLightmap((double)par1);
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+ ForgeHooksClient.setRenderPass(-1);
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+ ForgeHooksClient.setRenderPass(-1);
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this.enableLightmap((double)par1);
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this.mc.mcProfiler.endStartSection("litParticles");
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if (this.mc.objectMouseOver != null && entityliving.isInsideOfMaterial(Material.water) && entityliving instanceof EntityPlayer && !this.mc.gameSettings.hideGUI)
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effectrenderer.renderLitParticles(entityliving, par1);
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{
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@@ -1157,8 +1163,11 @@
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entityplayer = (EntityPlayer)entityliving;
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entityplayer = (EntityPlayer)entityliving;
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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this.mc.mcProfiler.endStartSection("outline");
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this.mc.mcProfiler.endStartSection("outline");
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@ -80,7 +87,7 @@
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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}
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}
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}
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}
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@@ -1213,6 +1222,13 @@
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@@ -1213,6 +1214,13 @@
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renderglobal.sortAndRender(entityliving, 1, (double)par1);
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renderglobal.sortAndRender(entityliving, 1, (double)par1);
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}
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}
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@ -94,7 +101,7 @@
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GL11.glDepthMask(true);
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GL11.glDepthMask(true);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_BLEND);
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@@ -1222,15 +1238,18 @@
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@@ -1222,15 +1230,18 @@
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entityplayer = (EntityPlayer)entityliving;
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entityplayer = (EntityPlayer)entityliving;
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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this.mc.mcProfiler.endStartSection("outline");
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this.mc.mcProfiler.endStartSection("outline");
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@ -116,11 +123,21 @@
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_BLEND);
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this.mc.mcProfiler.endStartSection("weather");
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this.mc.mcProfiler.endStartSection("weather");
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this.renderRainSnow(par1);
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this.renderRainSnow(par1);
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@@ -1240,6 +1259,9 @@
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@@ -1240,6 +1251,19 @@
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{
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{
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this.renderCloudsCheck(renderglobal, par1);
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this.renderCloudsCheck(renderglobal, par1);
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}
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}
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+
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+
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+ //Forge: Moved section from above, now particles are the last thing to render.
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+ this.enableLightmap((double)par1);
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+ this.mc.mcProfiler.endStartSection("litParticles");
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+ effectrenderer.renderLitParticles(entityliving, par1);
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+ RenderHelper.disableStandardItemLighting();
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+ this.setupFog(0, par1);
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+ this.mc.mcProfiler.endStartSection("particles");
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+ effectrenderer.renderParticles(entityliving, par1);
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+ this.disableLightmap((double)par1);
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+
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+ this.mc.mcProfiler.endStartSection("FRenderLast");
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+ this.mc.mcProfiler.endStartSection("FRenderLast");
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+ ForgeHooksClient.dispatchRenderLast(renderglobal, par1);
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+ ForgeHooksClient.dispatchRenderLast(renderglobal, par1);
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