Fix transparent LODs overwriting opaque LOD alpha values

This commit is contained in:
James Seibel
2023-10-16 21:33:38 -05:00
parent 451b3cfdbe
commit bafbbf225e
@@ -405,7 +405,8 @@ public class LodRenderer
profiler.popPush("LOD Transparent");
GL32.glEnable(GL32.GL_BLEND);
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
GL32.glBlendEquation(GL32.GL_FUNC_ADD);
GL32.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
this.bufferHandler.renderTransparent(this);
GL32.glDepthMask(true); // Apparently the depth mask state is stored in the FBO, so glState fails to restore it...
@@ -421,15 +422,6 @@ public class LodRenderer
DhApplyShader.INSTANCE.render(partialTicks);
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, LodRenderer.getActiveFramebufferId());
//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, LodRenderer.getActiveFramebufferId());
//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
//GL32.glBlitFramebuffer(0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
// 0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight(),
// GL32.GL_COLOR_BUFFER_BIT,
// GL32.GL_NEAREST);
//
//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebufferId);