Remove the BLEND enable in rendering damage bars. And exclicitly fix blend states in some GUI elements.

This commit is contained in:
Lex Manos 2014-07-06 16:25:14 -07:00
parent 0705670f1d
commit d35098ab9e
2 changed files with 13 additions and 0 deletions

View file

@ -266,6 +266,15 @@
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
@@ -623,7 +704,7 @@
this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, 13, 2, 0);
this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, 12, 1, i1);
this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, j1, 1, l);
- GL11.glEnable(GL11.GL_BLEND);
+ //GL11.glEnable(GL11.GL_BLEND); // Forge: Disable Bled because it screws with a lot of things down the line.
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_LIGHTING);
@@ -664,4 +745,54 @@
{
this.func_76986_a((EntityItem)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);

View file

@ -498,6 +498,7 @@ public class GuiIngameForge extends GuiIngame
bind(icons);
if (pre(EXPERIENCE)) return;
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
if (mc.playerController.gameIsSurvivalOrAdventure())
{
@ -537,6 +538,7 @@ public class GuiIngameForge extends GuiIngame
mc.mcProfiler.endSection();
}
}
GL11.glEnable(GL11.GL_BLEND);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
post(EXPERIENCE);
@ -547,6 +549,7 @@ public class GuiIngameForge extends GuiIngame
bind(icons);
if (pre(JUMPBAR)) return;
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
mc.mcProfiler.startSection("jumpBar");
float charge = mc.thePlayer.getHorseJumpPower();
@ -562,6 +565,7 @@ public class GuiIngameForge extends GuiIngame
this.drawTexturedModalRect(x, top, 0, 89, filled, 5);
}
GL11.glEnable(GL11.GL_BLEND);
mc.mcProfiler.endSection();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);