Optimise liquid pass slightly.

This commit is contained in:
UnknownShadow200 2015-01-12 11:42:00 +11:00
parent 40d586c057
commit dabc5aa858

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@ -240,8 +240,8 @@ namespace ClassicalSharp {
// Render translucent(liquid) blocks. These 'blend' into other blocks. // Render translucent(liquid) blocks. These 'blend' into other blocks.
builder.BeginRender(); builder.BeginRender();
Graphics.AlphaTest = true; Graphics.AlphaTest = false;
Graphics.Texturing = true; Graphics.Texturing = false;
Graphics.AlphaBlending = false; Graphics.AlphaBlending = false;
// First fill depth buffer // First fill depth buffer
@ -252,6 +252,7 @@ namespace ClassicalSharp {
} }
// Then actually draw the transluscent blocks // Then actually draw the transluscent blocks
Graphics.AlphaBlending = true; Graphics.AlphaBlending = true;
Graphics.Texturing = true;
Graphics.ColourMask( true, true, true, true ); Graphics.ColourMask( true, true, true, true );
for( int batch = _1Dcount; batch < total1DCount; batch++ ) { for( int batch = _1Dcount; batch < total1DCount; batch++ ) {
Graphics.Bind2DTexture( Window.TerrainAtlas1DTexIds[batch - _1Dcount] ); Graphics.Bind2DTexture( Window.TerrainAtlas1DTexIds[batch - _1Dcount] );