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https://github.com/smartcmd/MinecraftConsoles.git
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Vignette restored
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parent
9d88cc51cc
commit
c92023d843
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@ -308,7 +308,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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RenderManager.StateSetBlendFactor(0xffffff |(((unsigned int)fVal)<<24));
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currentGuiBlendFactor = fVal / 255.0f;
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// RenderManager.StateSetBlendFactor(0x40ffffff);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
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blitOffset = -90;
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@ -346,7 +346,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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MemSect(0);
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glEnable(GL_BLEND);
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RenderManager.StateSetBlendFactor(0xffffff |(((unsigned int)fVal)<<24));
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
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// 4J Stu - We don't want to adjust the cursor by the safezone, we want it centred
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if(bTwoPlayerSplitscreen)
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@ -389,7 +389,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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{
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// 4J - added blend for fading gui
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glEnable(GL_BLEND);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
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if (minecraft->gameMode->canHurtPlayer())
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{
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@ -1052,7 +1052,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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lastTickA = a;
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// 4J Stu - This is now displayed in a xui scene
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#if 0
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// Jukebox CD message
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if (overlayMessageTime > 0)
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{
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@ -1085,7 +1085,6 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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glPopMatrix();
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}
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}
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#endif
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unsigned int max = 10;
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bool isChatting = false;
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@ -1275,7 +1274,6 @@ void Gui::renderVignette(float br, int w, int h)
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if (br > 1) br = 1;
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tbr += (br - tbr) * 0.01f;
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#if 0 // 4J - removed - TODO put back when we have blend functions implemented
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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@ -1292,7 +1290,6 @@ void Gui::renderVignette(float br, int w, int h)
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glEnable(GL_DEPTH_TEST);
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glColor4f(1, 1, 1, 1);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
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}
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void Gui::renderTp(float br, int w, int h)
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@ -528,7 +528,7 @@ void ItemRenderer::renderAndDecorateItem(Font *font, Textures *textures, const s
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glEnable(GL_LIGHTING);
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glDepthFunc(GL_LEQUAL);
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if( isConstantBlended ) glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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if( isConstantBlended ) glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);;
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}
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}
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@ -27,7 +27,7 @@ int Textures::preLoadedIdx[TN_COUNT];
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const wchar_t *Textures::preLoaded[TN_COUNT] =
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{
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L"%blur%misc/pumpkinblur",
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// L"%blur%/misc/vignette", // Not currently used
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L"%blur%/misc/vignette", // Not currently used
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L"%clamp%misc/shadow",
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// L"/achievement/bg", // Not currently used
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L"art/kz",
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@ -18,7 +18,7 @@ class ResourceLocation;
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typedef enum _TEXTURE_NAME
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{
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TN__BLUR__MISC_PUMPKINBLUR,
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// TN__BLUR__MISC_VIGNETTE, // Not currently used
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TN__BLUR__MISC_VIGNETTE, // Not currently used
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TN__CLAMP__MISC_SHADOW,
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// TN_ACHIEVEMENT_BG, // Not currently used
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TN_ART_KZ,
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