Remove the BLEND enable in rendering damage bars. And exclicitly fix blend states in some GUI elements.
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0705670f1d
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d35098ab9e
2 changed files with 13 additions and 0 deletions
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@ -266,6 +266,15 @@
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_DEPTH_TEST);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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@@ -623,7 +704,7 @@
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this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, 13, 2, 0);
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this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, 12, 1, i1);
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this.func_77017_a(tessellator, p_94148_4_ + 2, p_94148_5_ + 13, j1, 1, l);
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- GL11.glEnable(GL11.GL_BLEND);
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+ //GL11.glEnable(GL11.GL_BLEND); // Forge: Disable Bled because it screws with a lot of things down the line.
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glEnable(GL11.GL_LIGHTING);
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@@ -664,4 +745,54 @@
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{
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this.func_76986_a((EntityItem)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
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@ -498,6 +498,7 @@ public class GuiIngameForge extends GuiIngame
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bind(icons);
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if (pre(EXPERIENCE)) return;
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_BLEND);
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if (mc.playerController.gameIsSurvivalOrAdventure())
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{
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@ -537,6 +538,7 @@ public class GuiIngameForge extends GuiIngame
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mc.mcProfiler.endSection();
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}
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}
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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post(EXPERIENCE);
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@ -547,6 +549,7 @@ public class GuiIngameForge extends GuiIngame
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bind(icons);
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if (pre(JUMPBAR)) return;
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_BLEND);
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mc.mcProfiler.startSection("jumpBar");
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float charge = mc.thePlayer.getHorseJumpPower();
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@ -562,6 +565,7 @@ public class GuiIngameForge extends GuiIngame
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this.drawTexturedModalRect(x, top, 0, 89, filled, 5);
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}
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GL11.glEnable(GL11.GL_BLEND);
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mc.mcProfiler.endSection();
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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