OpenGL constants

This commit is contained in:
Sen 2025-03-19 23:31:33 +01:00
parent e2f2417695
commit abc2f6ab50
31 changed files with 179 additions and 362 deletions

View file

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