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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-10-02 17:00:47 +00:00

Force the monitor depth blocker to be flushed

As explained in the comment, "built-in" rendering types are now manually
rendered ("finish"ed) before calling finish() on the main renderer. This
means our depth blocker hasn't actually been drawn (if a monitor is the
last TE to be rendered), and so blocks pass the depth test when they
shouldn't.

Fixes #599
This commit is contained in:
SquidDev 2020-12-11 13:08:45 +00:00
parent c92f06cfd9
commit 61f8e97f6b

View File

@ -17,10 +17,7 @@ import dan200.computercraft.shared.peripheral.monitor.MonitorRenderer;
import dan200.computercraft.shared.peripheral.monitor.TileMonitor;
import dan200.computercraft.shared.util.Colour;
import dan200.computercraft.shared.util.DirectionUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.*;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
@ -147,6 +144,10 @@ public class TileEntityMonitorRenderer extends TileEntityRenderer<TileMonitor>
(float) (xSize + 2 * TileMonitor.RENDER_MARGIN), (float) -(ySize + TileMonitor.RENDER_MARGIN * 2)
);
// Force a flush of the blocker. WorldRenderer.updateCameraAndRender will "finish" all the built-in
// buffers before calling renderer.finish, which means the blocker isn't actually rendered at that point!
renderer.getBuffer( RenderType.getSolid() );
transform.pop();
}