Fix Rendering / Selection

This commit is contained in:
Kam committed 2026-03-09 23:40:56 -04:00
1 parent b6b6eb5548
commit 5fda8a2de9
2 files changed
+4 -8

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@@ -741,6 +741,8 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
* Matches GuiAbilityInterface's rendering pipeline.
*/
private void drawAbilityPreview(float partialTicks) {
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
// Set NPC facing direction
npc.prevRenderYawOffset = npc.renderYawOffset = NPC_FACING_YAW;
npc.prevRotationYaw = npc.rotationYaw = NPC_FACING_YAW;
@@ -806,8 +808,6 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_SCISSOR_TEST);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
@@ -857,16 +857,14 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
entity.prevRotationYaw = entity.rotationYaw = f3;
entity.rotationPitch = f4;
entity.prevRotationYawHead = entity.rotationYawHead = f7;
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
GL11.glPopMatrix();
}
private void renderPreviewEntities(float partialTicks) {
@@ -490,16 +490,14 @@ public class GuiAnimationDirectory extends GuiDirectoryCategorized {
entity.prevRotationYaw = entity.rotationYaw = f3;
entity.rotationPitch = f4;
entity.prevRotationYawHead = entity.rotationYawHead = f7;
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
GL11.glPopMatrix();
}
@Override