From 08af51fab375584ca2b68f12adf36eec691d3e1c Mon Sep 17 00:00:00 2001 From: Bernhard Bonigl Date: Sat, 24 Jan 2015 13:32:00 +0100 Subject: [PATCH] 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 --- .../java/tconstruct/client/BlockSkinRenderHelper.java | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/src/main/java/tconstruct/client/BlockSkinRenderHelper.java b/src/main/java/tconstruct/client/BlockSkinRenderHelper.java index cc7448cd6e9..e29e2840979 100644 --- a/src/main/java/tconstruct/client/BlockSkinRenderHelper.java +++ b/src/main/java/tconstruct/client/BlockSkinRenderHelper.java @@ -891,10 +891,8 @@ public static boolean renderLiquidBlock (IIcon stillIcon, IIcon flowingIcon, int 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 static boolean renderLiquidBlock (IIcon stillIcon, IIcon flowingIcon, int 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;