It would probably be best if I didn't mess up other renderers just to make mine shiny.
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ca4b71c095
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1 changed files with 12 additions and 3 deletions
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@ -44,6 +44,7 @@ public class RenderPartWire
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public static FloatBuffer location = BufferUtils.createFloatBuffer(4);
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public static FloatBuffer specular = BufferUtils.createFloatBuffer(4);
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public static FloatBuffer zero = BufferUtils.createFloatBuffer(4);
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public static FloatBuffer defaultAmbient = BufferUtils.createFloatBuffer(4);
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static
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{
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@ -64,6 +65,9 @@ public class RenderPartWire
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loadBuffer(location, 0,0,0,1);
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loadBuffer(specular, 1,1,1,1);
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loadBuffer(zero, 0,0,0,0);
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loadBuffer(defaultAmbient, 0.4F,0.4F,0.4F,1);
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GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, zero);
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GL11.glLight(GL11.GL_LIGHT3, GL11.GL_SPECULAR, specular);
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@ -95,10 +99,11 @@ public class RenderPartWire
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GL11.glLight(GL11.GL_LIGHT3, GL11.GL_POSITION, location);
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GL11.glTranslatef((float) x, (float) y, (float) z);
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GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, zero);
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// Texture file
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CCRenderState.reset();
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CCRenderState.useNormals(true);
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CCRenderState.changeTexture(WIRE_SHINE);
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CCRenderState.startDrawing(7);
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renderSideShine(ForgeDirection.UNKNOWN, wire);
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byte renderSides = wire.getAllCurrentConnections();
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@ -112,7 +117,11 @@ public class RenderPartWire
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_LIGHT0);
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GL11.glEnable(GL11.GL_LIGHT1);
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GL11.glEnable(GL11.GL_LIGHT3);
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GL11.glDisable(GL11.GL_LIGHT3);
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GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, defaultAmbient);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glPopMatrix();
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}
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