Fixed issue where enchantment effects caused slight rendeirng issue.
This commit is contained in:
parent
51414375e4
commit
f85ab543ee
|
@ -219,7 +219,7 @@
|
||||||
if (par3ItemStack.hasEffect())
|
if (par3ItemStack.hasEffect())
|
||||||
{
|
{
|
||||||
GL11.glDepthFunc(GL11.GL_EQUAL);
|
GL11.glDepthFunc(GL11.GL_EQUAL);
|
||||||
@@ -540,11 +603,28 @@
|
@@ -540,11 +603,29 @@
|
||||||
GL11.glEnable(GL11.GL_LIGHTING);
|
GL11.glEnable(GL11.GL_LIGHTING);
|
||||||
GL11.glDepthFunc(GL11.GL_LEQUAL);
|
GL11.glDepthFunc(GL11.GL_LEQUAL);
|
||||||
}
|
}
|
||||||
|
@ -240,6 +240,7 @@
|
||||||
+ GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
|
+ GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
|
||||||
+ this.renderGlint(x * 431278612 + y * 32178161, x - 2, y - 2, 20, 20);
|
+ this.renderGlint(x * 431278612 + y * 32178161, x - 2, y - 2, 20, 20);
|
||||||
+ GL11.glDepthMask(true);
|
+ GL11.glDepthMask(true);
|
||||||
|
+ GL11.glDisable(GL11.GL_BLEND);
|
||||||
+ GL11.glDisable(GL11.GL_ALPHA_TEST);
|
+ GL11.glDisable(GL11.GL_ALPHA_TEST);
|
||||||
+ GL11.glEnable(GL11.GL_LIGHTING);
|
+ GL11.glEnable(GL11.GL_LIGHTING);
|
||||||
+ GL11.glDepthFunc(GL11.GL_LEQUAL);
|
+ GL11.glDepthFunc(GL11.GL_LEQUAL);
|
||||||
|
@ -248,7 +249,7 @@
|
||||||
private void renderGlint(int par1, int par2, int par3, int par4, int par5)
|
private void renderGlint(int par1, int par2, int par3, int par4, int par5)
|
||||||
{
|
{
|
||||||
for (int j1 = 0; j1 < 2; ++j1)
|
for (int j1 = 0; j1 < 2; ++j1)
|
||||||
@@ -649,4 +729,42 @@
|
@@ -649,4 +730,42 @@
|
||||||
{
|
{
|
||||||
this.doRender((EntityItem)par1Entity, par2, par4, par6, par8, par9);
|
this.doRender((EntityItem)par1Entity, par2, par4, par6, par8, par9);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue