fixed blocklight

This commit is contained in:
cola98765
2021-12-11 14:10:55 +01:00
parent 34c6f28173
commit 302abb1e57
@@ -279,7 +279,7 @@ public class LodRenderer
int blockSkyLightAttrib = shaderProgram.getAttributeLocation("blockSkyLight");
// TODO the block sky light is being passed in correctly but the data
// we were given appears to be incorrect, so we won't use it for now
//shaderProgram.enableVertexAttribute(blockSkyLightAttrib);
shaderProgram.enableVertexAttribute(blockSkyLightAttrib);
int blockLightAttrib = shaderProgram.getAttributeLocation("blockLight");
shaderProgram.enableVertexAttribute(blockLightAttrib);
@@ -417,7 +417,7 @@ public class LodRenderer
GL20.glDisableVertexAttribArray(posAttrib);
GL20.glDisableVertexAttribArray(colAttrib);
// GL20.glDisableVertexAttribArray(blockSkyLightAttrib);
GL20.glDisableVertexAttribArray(blockSkyLightAttrib);
GL20.glDisableVertexAttribArray(blockLightAttrib);
}
@@ -477,9 +477,9 @@ public class LodRenderer
GL20.glEnableVertexAttribArray(colAttrib);
GL20.glVertexAttribPointer(colAttrib, 4, GL15.GL_UNSIGNED_BYTE, true, vertexByteCount, Float.BYTES * 3);
GL20.glEnableVertexAttribArray(blockLightAttrib);
GL20.glVertexAttribPointer(blockLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * (3 + 1));
// GL20.glEnableVertexAttribArray(blockSkyLightAttrib);
// GL20.glVertexAttribPointer(blockSkyLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * (3 + 1 + 1));
GL20.glVertexAttribPointer(blockLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * 3 + 4);
GL20.glEnableVertexAttribArray(blockSkyLightAttrib);
GL20.glVertexAttribPointer(blockSkyLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * 3 + 5);
// draw the LODs