mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-14 10:05:44 -04:00
Change skeleton and zombie angles to degrees, use face culling on translucent blocks when the player isn't inside a translucent blocks.
This commit is contained in:
parent
71a26da049
commit
ae1105d5d9
@ -63,8 +63,8 @@ namespace ClassicalSharp.Model {
|
||||
Set.Torso.Render();
|
||||
DrawRotate( 0, 0.75f, 0, leftLegXRot, 0, 0, Set.LeftLeg );
|
||||
DrawRotate( 0, 0.75f, 0, rightLegXRot, 0, 0, Set.RightLeg );
|
||||
DrawRotate( 0, 1.375f, 0, 90f, 0, leftArmZRot, Set.LeftArm );
|
||||
DrawRotate( 0, 1.375f, 0, 90f, 0, rightArmZRot, Set.RightArm );
|
||||
DrawRotate( 0, 1.375f, 0, (float)Math.PI / 2, 0, leftArmZRot, Set.LeftArm );
|
||||
DrawRotate( 0, 1.375f, 0, (float)Math.PI / 2, 0, rightArmZRot, Set.RightArm );
|
||||
}
|
||||
|
||||
public override void Dispose() {
|
||||
|
@ -62,8 +62,8 @@ namespace ClassicalSharp.Model {
|
||||
Set.Torso.Render();
|
||||
DrawRotate( 0, 0.75f, 0, leftLegXRot, 0, 0, Set.LeftLeg );
|
||||
DrawRotate( 0, 0.75f, 0, rightLegXRot, 0, 0, Set.RightLeg );
|
||||
DrawRotate( 0, 1.375f, 0, 90f, 0, leftArmZRot, Set.LeftArm );
|
||||
DrawRotate( 0, 1.375f, 0, 90f, 0, rightArmZRot, Set.RightArm );
|
||||
DrawRotate( 0, 1.375f, 0, (float)Math.PI / 2, 0, leftArmZRot, Set.LeftArm );
|
||||
DrawRotate( 0, 1.375f, 0, (float)Math.PI / 2, 0, rightArmZRot, Set.RightArm );
|
||||
graphics.AlphaTest = true;
|
||||
}
|
||||
|
||||
|
@ -216,10 +216,14 @@ namespace ClassicalSharp {
|
||||
|
||||
// Render translucent(liquid) blocks. These 'blend' into other blocks.
|
||||
Graphics.BeginIndexedVbBatch();
|
||||
Graphics.Texturing = false;
|
||||
Graphics.AlphaBlending = false;
|
||||
bool canCullTranslucent = !Window.BlockInfo.IsTranslucent(
|
||||
(byte)Window.LocalPlayer.BlockAtHead );
|
||||
if( canCullTranslucent )
|
||||
Graphics.FaceCulling = true;
|
||||
|
||||
// First fill depth buffer
|
||||
Graphics.Texturing = false;
|
||||
Graphics.AlphaBlending = false;
|
||||
Graphics.ColourWrite = false;
|
||||
for( int batch = 0; batch < _1Dcount; batch++ ) {
|
||||
RenderTranslucentBatchDepthPass( batch );
|
||||
@ -237,6 +241,8 @@ namespace ClassicalSharp {
|
||||
Graphics.AlphaTest = false;
|
||||
Graphics.AlphaBlending = false;
|
||||
Graphics.Texturing = false;
|
||||
if( canCullTranslucent )
|
||||
Graphics.FaceCulling = false;
|
||||
Graphics.EndIndexedVbBatch();
|
||||
}
|
||||
|
||||
@ -321,7 +327,6 @@ namespace ClassicalSharp {
|
||||
for( int i = 0; i < chunks.Length; i++ ) {
|
||||
ChunkInfo info = chunks[i];
|
||||
if( info.TranslucentParts == null || !info.Visible ) continue;
|
||||
|
||||
ChunkPartInfo part = info.TranslucentParts[batch];
|
||||
if( part.IndicesCount > 0 ) {
|
||||
if( part.IndicesCount > maxIndices ) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user