Use state-save blending for liquid block drawing. This should finally solve all the drawing weirdness with alpha for any liquids drawn by tinkers. #1356

This commit is contained in:
Bernhard Bonigl committed 2015-01-24 13:32:00 +01:00
1 parent fb992587b5
commit 08af51fab3
1 file changed
+3 -5
@@ -891,10 +891,8 @@ public class BlockSkinRenderHelper
boolean raf = renderer.renderAllFaces;
renderer.renderAllFaces = true;
//Tessellator.instance.setColorRGBA_F(alpha, red, green, blue);
GL11.glEnable(GL11.GL_BLEND);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);
// alpha blending etc.
GL11.glPushAttrib(GL11.GL_COLOR_BUFFER_BIT);
boolean ret;
if (Minecraft.isAmbientOcclusionEnabled())
@@ -902,7 +900,7 @@ public class BlockSkinRenderHelper
else
ret = renderFakeBlockWithColorMultiplier(stillIcon, flowingIcon, x, y, z, red, green, blue, renderer, world);
//GL11.glDisable(GL11.GL_BLEND);
GL11.glPopAttrib();
renderer.renderAllFaces = raf;
return ret;