It would probably be best if I didn't mess up other renderers just to make mine shiny.

This commit is contained in:
Ben Spiers 2013-09-29 00:27:11 +01:00
parent ca4b71c095
commit 827ae480ef

View file

@ -44,6 +44,7 @@ public class RenderPartWire
public static FloatBuffer location = BufferUtils.createFloatBuffer(4);
public static FloatBuffer specular = BufferUtils.createFloatBuffer(4);
public static FloatBuffer zero = BufferUtils.createFloatBuffer(4);
public static FloatBuffer defaultAmbient = BufferUtils.createFloatBuffer(4);
static
{
@ -64,6 +65,9 @@ public class RenderPartWire
loadBuffer(location, 0,0,0,1);
loadBuffer(specular, 1,1,1,1);
loadBuffer(zero, 0,0,0,0);
loadBuffer(defaultAmbient, 0.4F,0.4F,0.4F,1);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, zero);
GL11.glLight(GL11.GL_LIGHT3, GL11.GL_SPECULAR, specular);
@ -95,10 +99,11 @@ public class RenderPartWire
GL11.glLight(GL11.GL_LIGHT3, GL11.GL_POSITION, location);
GL11.glTranslatef((float) x, (float) y, (float) z);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, zero);
// Texture file
CCRenderState.reset();
CCRenderState.useNormals(true);
CCRenderState.changeTexture(WIRE_SHINE);
CCRenderState.startDrawing(7);
renderSideShine(ForgeDirection.UNKNOWN, wire);
byte renderSides = wire.getAllCurrentConnections();
@ -112,7 +117,11 @@ public class RenderPartWire
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_LIGHT1);
GL11.glEnable(GL11.GL_LIGHT3);
GL11.glDisable(GL11.GL_LIGHT3);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, defaultAmbient);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glPopMatrix();
}