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Remove RenderSystem.activeTexture calls in ParticleEngine (#1791)
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sciwhiz12 authored Dec 27, 2024
1 parent f369028 commit 2a0abf9
Showing 1 changed file with 1 addition and 4 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@
return particleprovider == null
? null
: particleprovider.createParticle(p_107396_, this.level, p_107397_, p_107398_, p_107399_, p_107400_, p_107401_, p_107402_);
@@ -426,28 +_,48 @@
@@ -426,28 +_,45 @@
}
}

Expand All @@ -64,9 +64,6 @@
+ }
+
+ public void render(Camera p_107340_, float p_107341_, MultiBufferSource.BufferSource p_383193_, @Nullable net.minecraft.client.renderer.culling.Frustum frustum, java.util.function.Predicate<ParticleRenderType> renderTypePredicate) {
+ //TODO porting: is this even needed with the particle render order fix???
+ com.mojang.blaze3d.systems.RenderSystem.activeTexture(org.lwjgl.opengl.GL13.GL_TEXTURE2);
+ com.mojang.blaze3d.systems.RenderSystem.activeTexture(org.lwjgl.opengl.GL13.GL_TEXTURE0);
+ for (ParticleRenderType particlerendertype : this.particles.keySet()) { // Neo: allow custom IParticleRenderType's
+ if (particlerendertype == ParticleRenderType.NO_RENDER || particlerendertype == ParticleRenderType.CUSTOM || !renderTypePredicate.test(particlerendertype)) continue;
Queue<Particle> queue = this.particles.get(particlerendertype);
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