fixed stained glass and glass pane not rendering the water

This commit is contained in:
Marvelco 2026-03-06 22:17:02 +02:00
parent 0404a97257
commit 62338f76f4
3 changed files with 9 additions and 2 deletions

View file

@ -767,6 +767,9 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
glPushMatrix(); glPushMatrix();
glTranslatef((float)-xOff, (float)-yOff, (float)-zOff); glTranslatef((float)-xOff, (float)-yOff, (float)-zOff);
if (layer == 1)
glDepthMask(false);
#ifdef __PSVITA__ #ifdef __PSVITA__
// AP - also set the camera position so we can work out if a chunk is fogged or not // AP - also set the camera position so we can work out if a chunk is fogged or not
RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff); RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff);
@ -844,6 +847,10 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
#endif // __PS3__ #endif // __PS3__
glPopMatrix(); glPopMatrix();
if (layer == 1)
glDepthMask(true);
mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2 mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
#else #else

View file

@ -5,7 +5,7 @@
Icon *StainedGlassBlock::ICONS[StainedGlassBlock::ICONS_LENGTH]; Icon *StainedGlassBlock::ICONS[StainedGlassBlock::ICONS_LENGTH];
StainedGlassBlock::StainedGlassBlock(int id, Material *material) : HalfTransparentTile(id, L"glass", material, false) StainedGlassBlock::StainedGlassBlock(int id, Material *material) : HalfTransparentTile(id, L"glass", material, true)
{ {
} }

View file

@ -6,7 +6,7 @@
Icon *StainedGlassPaneBlock::ICONS[StainedGlassPaneBlock::ICONS_COUNT]; Icon *StainedGlassPaneBlock::ICONS[StainedGlassPaneBlock::ICONS_COUNT];
Icon *StainedGlassPaneBlock::EDGE_ICONS[StainedGlassPaneBlock::ICONS_COUNT]; Icon *StainedGlassPaneBlock::EDGE_ICONS[StainedGlassPaneBlock::ICONS_COUNT];
StainedGlassPaneBlock::StainedGlassPaneBlock(int id) : ThinFenceTile(id, L"glass", L"glass_pane_top", Material::glass, false) StainedGlassPaneBlock::StainedGlassPaneBlock(int id) : ThinFenceTile(id, L"glass", L"glass_pane_top", Material::glass, true)
{ {
} }