fix Blaze3D GL pipelines

This commit is contained in:
James Seibel
2026-05-16 17:03:43 -05:00
parent 2a5c465923
commit e7a34f9498
@@ -91,8 +91,16 @@ public class BlazeDhTerrainRenderer implements IDhTerrainRenderer
RenderPipelineBuilderWrapper pipelineBuilder = new RenderPipelineBuilderWrapper();
RenderPipelineBuilderWrapper opaquePipelineBuilder = new RenderPipelineBuilderWrapper();
RenderPipelineBuilderWrapper translucentPipelineBuilder = new RenderPipelineBuilderWrapper();
// apply shared options to both pipelines
for (int i = 0; i < 2; i++)
{
RenderPipelineBuilderWrapper pipelineBuilder = (i == 0)
? opaquePipelineBuilder
: translucentPipelineBuilder;
pipelineBuilder.withFaceCulling(true);
pipelineBuilder.withDepthWrite(true);
if (RENDER_API_DEF.getRenderDepth() == EDhRenderDepth.FORWARD_Z)
@@ -105,7 +113,6 @@ public class BlazeDhTerrainRenderer implements IDhTerrainRenderer
}
pipelineBuilder.withColorWrite(true);
pipelineBuilder.withPolygonMode(RenderPipelineBuilderWrapper.EDhPolygonMode.FILL);
pipelineBuilder.withName("terrain");
pipelineBuilder.withSampler("uLightMap");
@@ -132,15 +139,17 @@ public class BlazeDhTerrainRenderer implements IDhTerrainRenderer
// opaque
{
pipelineBuilder.withoutBlend();
this.opaquePipeline = pipelineBuilder.build();
opaquePipelineBuilder.withName("opaque_terrain");
opaquePipelineBuilder.withoutBlend();
this.opaquePipeline = opaquePipelineBuilder.build();
}
// transparent
{
translucentPipelineBuilder.withName("transparent_terrain");
// TRANSLUCENT = new BlendFunction(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA, SourceFactor.ONE, DestFactor.ONE_MINUS_SRC_ALPHA);
pipelineBuilder.withBlend(BlendFunction.TRANSLUCENT);
this.transparentPipeline = pipelineBuilder.build();
translucentPipelineBuilder.withBlend(BlendFunction.TRANSLUCENT);
this.transparentPipeline = translucentPipelineBuilder.build();
}
this.init = true;