rendering: improve semi transparency a lot

This commit is contained in:
Bixilon 2021-04-15 15:15:33 +02:00
parent ff029cd8eb
commit 2a18cc9d5e
No known key found for this signature in database
GPG Key ID: 5CAD791931B09AC4

View File

@ -36,6 +36,7 @@ import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
import de.bixilon.minosoft.util.logging.Log import de.bixilon.minosoft.util.logging.Log
import glm_.vec2.Vec2i import glm_.vec2.Vec2i
import glm_.vec3.Vec3i import glm_.vec3.Vec3i
import org.lwjgl.opengl.GL11.glDepthMask
import java.util.* import java.util.*
import java.util.concurrent.ConcurrentHashMap import java.util.concurrent.ConcurrentHashMap
@ -128,12 +129,14 @@ class WorldRenderer(
mesh.opaqueSectionArrayMesh.draw() mesh.opaqueSectionArrayMesh.draw()
} }
} }
glDepthMask(false)
for ((_, map) in visibleChunks) { for ((_, map) in visibleChunks) {
for ((_, mesh) in map) { for ((_, mesh) in map) {
mesh.transparentSectionArrayMesh?.draw() mesh.transparentSectionArrayMesh?.draw()
} }
} }
glDepthMask(true)
} }
private fun resolveBlockTextureIds(blocks: Collection<BlockState>): List<Texture> { private fun resolveBlockTextureIds(blocks: Collection<BlockState>): List<Texture> {