Fixes and New Additions
Added GUI Styles with 3 options: Java, Pi/Xperia and Pocket Hopefully fixed touch input eating and breaking blocks bug Fire should render on all mobs now Fixed only one side of the first person burning animation being animated Added Window Scaling Option for PC Users (Hasn't been tested on other platforms Render Distance is now configurable from the settings menu Tried to fix shadows again on IOS and Android, hopefully works? Block Outline Selection now has a thicker outline for better visibility
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@@ -130,9 +130,8 @@ void EntityRenderer::postRender(Entity* entity, float x, float y, float z, float
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if (pow > 0) {
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renderShadow(entity, x, y, z, pow, a);
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}
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//}
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if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
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}
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if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
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}
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void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a) {
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glDisable(GL_LIGHTING);
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@@ -187,7 +186,11 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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//Textures* textures = entityRenderDispatcher->textures;
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//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
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Textures* textures = entityRenderDispatcher->textures;
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textures->loadAndBindTexture("/misc/shadow.png");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@@ -221,9 +224,6 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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renderTileShadow(Tile::tiles[t], x, y + e->getShadowHeightOffs(), z, xt, yt, zt, pow, r, xo, yo + e->getShadowHeightOffs(), zo);
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}
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}
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textures->loadAndBindTexture(("/misc/shadow.png"));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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tt.draw();
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glColor4f2(1, 1, 1, 1);
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