Skip to content
Permalink
Browse files

Override monitors' lightmap coordinates

Shaders appear to ignore all the other subtle (and not-so-subtle) hints
we drop that monitors shouldn't be rendered with shadows. This solution
isn't optimal, as monitors may still be tinted due to sunlight, but
there is nothing we can do about that.

Many thanks to ferreusveritas for their help in diagnosing, fixing and
testing this issue.

Closes #534
  • Loading branch information...
SquidDev committed Mar 30, 2018
1 parent 575249f commit b7950a4209ef8b50a73f2ba2be8bea9baa90c23a
Showing with 2 additions and 0 deletions.
  1. +2 −0 src/main/java/dan200/computercraft/client/render/TileEntityMonitorRenderer.java
@@ -18,6 +18,7 @@
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
@@ -97,6 +98,7 @@ private void renderMonitorAt( TileMonitor monitor, double posX, double posY, dou

// Draw the contents
GlStateManager.depthMask( false );
OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, 0xFF, 0xFF );
GlStateManager.disableLighting();
mc.entityRenderer.disableLightmap();
try

0 comments on commit b7950a4

Please sign in to comment.
You can’t perform that action at this time.