Transparency should work but it doesn't
This commit is contained in:
@@ -179,7 +179,7 @@ public class LodBox
|
||||
boolean isAdjTransparent = DataPointUtil.isTransparent(adjPoint);
|
||||
// TODO transparency ocean floor fix
|
||||
if (!isTransparent && isAdjTransparent)
|
||||
continue;
|
||||
continue;
|
||||
|
||||
short height = DataPointUtil.getHeight(adjPoint);
|
||||
short depth = DataPointUtil.getDepth(adjPoint);
|
||||
|
||||
@@ -330,7 +330,7 @@ public class RenderRegion implements AutoCloseable
|
||||
// We avoid cases where the adjPosition is in player chunk while the position is
|
||||
// not
|
||||
// to always have a wall underwater
|
||||
for (int transparency = 0; transparency < 2; transparency++)
|
||||
for (int transparency = 0; transparency <= 1; transparency++)
|
||||
{
|
||||
for (LodDirection lodDirection : LodDirection.ADJ_DIRECTIONS) {
|
||||
try {
|
||||
@@ -396,7 +396,7 @@ public class RenderRegion implements AutoCloseable
|
||||
// We only stop when we find a block that is void or non-existing block
|
||||
for (int i = 0; i < posData.length; i++) {
|
||||
long data = posData[i];
|
||||
if (DataPointUtil.isTransparent(data) == (transparency == 1))
|
||||
if (DataPointUtil.isTransparent(data) == (transparency == 0))
|
||||
continue;
|
||||
// If the data is not renderable (Void or non-existing) we stop since there is
|
||||
// no data left in this position
|
||||
|
||||
@@ -270,7 +270,7 @@ public class LodRenderer
|
||||
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
|
||||
GL32.glEnable(GL32.GL_BLEND);
|
||||
|
||||
GL32.glDisable(GL32.GL_BLEND);
|
||||
//GL32.glDisable(GL32.GL_BLEND);
|
||||
GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
/*---------Bind required objects--------*/
|
||||
|
||||
Reference in New Issue
Block a user