Render no border without wonky GL settings.
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@@ -115,8 +115,6 @@ public abstract class ModRenderType extends RenderType {
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public DynamicTextureStateShard(final DynamicTexture texture) {
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super(() -> {
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RenderSystem.enableTexture();
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL13.GL_CLAMP_TO_BORDER);
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL13.GL_CLAMP_TO_BORDER);
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// TODO client side setting
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// texture.setFilter(true, false);
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RenderSystem.setShaderTexture(0, texture.getId());
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@@ -130,10 +130,10 @@ public final class ProjectorRenderer implements BlockEntityRenderer<ProjectorBlo
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final int x = index % discreteWidth;
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final int y = index / discreteWidth;
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final float u0 = x / width - vOffset;
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final float u1 = (x + 1) / width - vOffset;
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final float v0 = y / height - uOffset;
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final float v1 = (y + 1) / height - uOffset;
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final float u0 = Math.max(0, x / width - vOffset);
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final float u1 = Math.min(1, (x + 1) / width - vOffset);
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final float v0 = Math.max(0, y / height - uOffset);
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final float v1 = Math.min(1, (y + 1) / height - uOffset);
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consumer.vertex(matrix, u0, v0, 0).uv(1 - u0, 1 - v0).endVertex();
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consumer.vertex(matrix, u1, v0, 0).uv(1 - u1, 1 - v0).endVertex();
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