Disable depth mask for magical light rendering

This commit is contained in:
Electroblob77
2020-06-23 23:44:44 +01:00
parent 439faf425f
commit 93b0aa948f
@@ -38,6 +38,7 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
GlStateManager.enableBlend();
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.disableLighting();
GlStateManager.depthMask(false);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
RenderHelper.disableStandardItemLighting();
@@ -126,6 +127,7 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
GlStateManager.enableCull();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.depthMask(true);
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();