OpenGL constants
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e2f2417695
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abc2f6ab50
31 changed files with 179 additions and 362 deletions
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@ -470,16 +470,16 @@ public class Game implements IThreadListener {
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Colorizer.reload();
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GlState.enableTexture2D();
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GlState.shadeModel(GL11.GL_SMOOTH);
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GlState.clearDepth(1.0D);
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GL11.glClearDepth(1.0D);
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GlState.enableDepth();
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GlState.depthFunc(515);
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GlState.depthFunc(GL11.GL_LEQUAL);
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GlState.enableAlpha();
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GlState.alphaFunc(516, 0.1F);
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GlState.cullFace(1029);
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GlState.alphaFunc(GL11.GL_GREATER, 0.1F);
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GlState.cullFace(GL11.GL_BACK);
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GlState.enableCull();
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GL11.glMatrixMode(5889);
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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GL11.glLoadIdentity();
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GL11.glMatrixMode(5888);
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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this.textureMap = new TextureMap();
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this.textureManager.loadTexture(TextureMap.locationBlocksTexture, this.textureMap);
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this.textureManager.bindTexture(TextureMap.locationBlocksTexture);
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@ -892,7 +892,7 @@ public class Game implements IThreadListener {
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GlState.enableRescaleNormal();
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GlState.enableBlend();
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GlState.color(1.0F, 1.0F, 1.0F, 1.0F);
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// GlState.tryBlendFuncSeparate(770, 771, 1, 0);
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// GlState.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
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ItemRenderer.enableGUIStandardItemLighting();
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// this.getTextureManager().bindTexture("textures/gui/inventory.png");
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GL11.glPushMatrix();
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@ -1993,10 +1993,10 @@ public class Game implements IThreadListener {
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GlState.setActiveTexture(GL13.GL_TEXTURE0);
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GlState.color(1.0f, 1.0f, 1.0f, 1.0f);
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GL11.glClear(256);
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GL11.glMatrixMode(5889);
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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GL11.glLoadIdentity();
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GL11.glOrtho(0.0D, (double)this.fb_x, (double)this.fb_y, 0.0D, 1000.0D, 3000.0D);
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GL11.glMatrixMode(5888);
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glLoadIdentity();
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GL11.glTranslatef(0.0F, 0.0F, -2000.0F);
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}
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@ -2989,7 +2989,7 @@ public class Game implements IThreadListener {
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private void renderWorldDirections(float partialTicks) {
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GlState.enableBlend();
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GlState.tryBlendFuncSeparate(770, 771, 1, 0);
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GlState.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
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GL11.glLineWidth(1.0F);
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GlState.disableTexture2D();
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GlState.depthMask(false);
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