Use the right blend function for the pool render so it doesn't spazz out.

This commit is contained in:
Lizbeth Rika committed 2015-06-28 16:56:58 +01:00
1 parent 16da8b588f
commit 95042a4e65
1 file changed
+1
@@ -52,6 +52,7 @@ public class RenderTilePool extends TileEntitySpecialRenderer {
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float a = MultiblockRenderHandler.rendering ? 0.6F : 1F;
GL11.glColor4f(1F, 1F, 1F, a);