From dabc5aa858f8730527f355bb23d54b4904d13845 Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Mon, 12 Jan 2015 11:42:00 +1100 Subject: [PATCH] Optimise liquid pass slightly. --- Rendering/MapRenderer.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Rendering/MapRenderer.cs b/Rendering/MapRenderer.cs index c623e3cf1..48ff3ca5e 100644 --- a/Rendering/MapRenderer.cs +++ b/Rendering/MapRenderer.cs @@ -240,8 +240,8 @@ namespace ClassicalSharp { // Render translucent(liquid) blocks. These 'blend' into other blocks. builder.BeginRender(); - Graphics.AlphaTest = true; - Graphics.Texturing = true; + Graphics.AlphaTest = false; + Graphics.Texturing = false; Graphics.AlphaBlending = false; // First fill depth buffer @@ -252,6 +252,7 @@ namespace ClassicalSharp { } // Then actually draw the transluscent blocks Graphics.AlphaBlending = true; + Graphics.Texturing = true; Graphics.ColourMask( true, true, true, true ); for( int batch = _1Dcount; batch < total1DCount; batch++ ) { Graphics.Bind2DTexture( Window.TerrainAtlas1DTexIds[batch - _1Dcount] );