fix: Fixed the opacity of conjured arrows

This commit is contained in:
WinDanesz
2022-07-08 21:37:55 +02:00
parent 3a93877de3
commit 27e40e2069
@@ -2,11 +2,13 @@ package electroblob.wizardry.client.renderer.entity;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.projectile.EntityConjuredArrow;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.RenderArrow;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderConjuredArrow extends RenderArrow<EntityConjuredArrow> {
@@ -22,4 +24,14 @@ public class RenderConjuredArrow extends RenderArrow<EntityConjuredArrow> {
protected ResourceLocation getEntityTexture(EntityConjuredArrow entity) {
return CONJURED_ARROW_TEXTURE;
}
@Override
public void doRender(EntityConjuredArrow entity, double x, double y, double z, float entityYaw, float partialTicks) {
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.color(1, 1, 1, 0.4f);
super.doRender(entity, x, y, z, entityYaw, partialTicks);
GlStateManager.popMatrix();
}
}