Fixed Grass Foliage color using foliagecolor.png instead of grasscolor.png
Debug Screen now also renders mob id nametags like in beta java SkyDarken is now also no longer clamped in Java Fog Style
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@@ -1159,8 +1159,8 @@ void Minecraft::init()
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// now i can finally initialize foliage color, probably not the best way to handle this but i cant be arsed rn
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FoliageColor::init(foliagePixels);
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TextureId grassId = (textures->loadTexture("misc/foliagecolor.png")); // loading the uh png for foliage color
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int* grassPixels = textures->loadTexturePixels(grassId, "misc/foliagecolor.png");
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TextureId grassId = (textures->loadTexture("misc/grasscolor.png")); // loading the uh png for foliage color
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int* grassPixels = textures->loadTexturePixels(grassId, "misc/grasscolor.png");
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GrassColor::init(grassPixels);
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bool tint = options.getBooleanValue(OPTIONS_FOLIAGE_TINT); // finally, toggleable foliage color
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@@ -187,10 +187,12 @@ void MobRenderer::scale(Mob* mob, float a) {
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}
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void MobRenderer::renderName(Mob* mob, float x, float y, float z) {
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/*
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std::stringstream ss; ss << mob->entityId;
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if (entityRenderDispatcher->minecraft->options.getBooleanValue(OPTIONS_RENDER_DEBUG)) {
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renderNameTag(mob, ss.str(), x, y, z, 64);
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*/
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}
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}
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void MobRenderer::renderNameTag(Mob* mob, const std::string& name, float x, float y, float z, int maxDist) {
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@@ -205,7 +207,11 @@ void MobRenderer::renderNameTag(Mob* mob, const std::string& name, float x, floa
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float s = 1 / 60.0f * size;
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glPushMatrix2();
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glTranslatef2((float) x + 0, (float) y + 1.0f /*2.3f*/, (float) z);
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if (mob->isPlayer()){
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glTranslatef2((float) x + 0, (float) y + 1.0f, (float) z);
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} else {
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glTranslatef2((float) x + 0, (float) y + 2.3f, (float) z);
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}
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glRotatef2(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef2(entityRenderDispatcher->playerRotX, 1, 0, 0);
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@@ -1165,7 +1165,13 @@ int Level::getSkyDarken(float a) {
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float br = 1 - (Mth::cos(td * Mth::PI * 2) * 2 + 0.5f);
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if (br < 0.0f) br = 0.0f;
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if (br > 0.80f) br = 0.80f; //@note; was 1.0f
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if (dimension->FogType == 1) // @TODO - probably make this not dependent on dimension type honestly - shredder
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{
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if (br > 1.0f) br = 1.0f; //@ uses the normal javasky color ramp when java sky type is choosen,
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} else
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{
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if (br > 0.8f) br = 0.8f; //@note; was 1.0f
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}
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return ((int) (br * 11));
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}
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