Change FluidDisplay to use the RenderSystem calls instead of GLStateManager where possible

This commit is contained in:
Mrbysco 2024-03-09 16:38:17 +01:00
parent 4a36c696ab
commit 53e4cb8a9b

View file

@ -11,6 +11,7 @@
package de.ellpeck.actuallyadditions.mod.inventory.gui;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import de.ellpeck.actuallyadditions.mod.util.AssetUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
@ -98,13 +99,13 @@ public class FluidDisplay {
if (stack != null && fluid != null && this.resLoc != null) {
// GlStateManager._pushMatrix();
GlStateManager._enableBlend();
RenderSystem.enableBlend();
// GlStateManager._disableAlphaTest();
GlStateManager._blendFuncSeparate(770, 771, 1, 0);
RenderSystem.blendFuncSeparate(770, 771, 1, 0);
int i = this.fluidReference.getFluid().getAmount() * 83 / this.fluidReference.getCapacity();
guiGraphics.blit(this.resLoc, barX + 1, barY + 84 - i, 0, 0, 16, i, 16, 512);
//drawModalRectWithCustomSizedTexture(barX + 1, barY + 84 - i, 36, 172, 16, i, 16, 512);
GlStateManager._disableBlend();
RenderSystem.disableBlend();
// GlStateManager._enableAlphaTest();
// GlStateManager._popMatrix();
}