Fix transparent LODs overwriting opaque LOD alpha values
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+2
-10
@@ -405,7 +405,8 @@ public class LodRenderer
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profiler.popPush("LOD Transparent");
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GL32.glEnable(GL32.GL_BLEND);
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GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
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GL32.glBlendEquation(GL32.GL_FUNC_ADD);
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GL32.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
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this.bufferHandler.renderTransparent(this);
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GL32.glDepthMask(true); // Apparently the depth mask state is stored in the FBO, so glState fails to restore it...
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@@ -421,15 +422,6 @@ public class LodRenderer
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DhApplyShader.INSTANCE.render(partialTicks);
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, LodRenderer.getActiveFramebufferId());
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//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, LodRenderer.getActiveFramebufferId());
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//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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//GL32.glBlitFramebuffer(0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// 0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
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// GL32.GL_COLOR_BUFFER_BIT,
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// GL32.GL_NEAREST);
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//
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebufferId);
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