rendering scheme of the world changed, fluids draw as intended

But my idea wasn't very stellar, *sigh*
This commit is contained in:
Minjae Song
2018-12-22 02:08:08 +09:00
parent 92d3c578a9
commit e5ea32ba56
5 changed files with 139 additions and 158 deletions

View File

@@ -86,6 +86,7 @@ object IngameRenderer {
LightmapRenderer.fireRecalculateEvent()
prepLightmapRGBA()
BlocksDrawer.renderData()
drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
drawOverlayActors(actorsRenderOverlay)
@@ -242,7 +243,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderWall(batch.projectionMatrix)
BlocksDrawer.drawWall(batch.projectionMatrix)
batch.inUse {
moveCameraToWorldCoord()
@@ -251,7 +252,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderTerrain(batch.projectionMatrix)
BlocksDrawer.drawTerrain(batch.projectionMatrix)
batch.inUse {
/////////////////
@@ -266,7 +267,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
BlocksDrawer.drawFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
batch.inUse {
FeaturesDrawer.drawEnvOverlay(batch)