diff --git a/src/client/renderer/entity/EntityRenderer.cpp b/src/client/renderer/entity/EntityRenderer.cpp index a1b18c0..691ddfb 100755 --- a/src/client/renderer/entity/EntityRenderer.cpp +++ b/src/client/renderer/entity/EntityRenderer.cpp @@ -257,7 +257,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po //Textures* textures = entityRenderDispatcher->textures; //textures->bind(textures->loadTexture("%clamp%/environment/shadow.png")); Textures* textures = entityRenderDispatcher->textures; - textures->loadAndBindTexture("/misc/shadow.png"); + textures->loadAndBindTexture("misc/shadow.png"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -298,6 +298,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po tt.draw(); glColor4f2(1, 1, 1, 1); + // tt.color(1.f, 1.f, 1.f, 1.f); glDisable2(GL_BLEND); glDepthMask(true); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); @@ -315,7 +316,7 @@ void EntityRenderer::renderTileShadow(Tile* tt, float x, float y, float z, int x float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt); if (a < 0) return; if (a > 1) a = 1; - // t.color(1, 1, 1, (float) a); + // t.color(1.f, 1.f, 1.f, (float) a); glColor4f2(1, 1, 1, (float) a); float x0 = xt + tt->xx0 + xo;