fix: slime block render priority

thanks to Tranq for calling it out
This commit is contained in:
Fireblade
2026-05-29 15:10:54 -04:00
parent 986af5438c
commit e8b66c62d7
6 changed files with 59 additions and 9 deletions
+21 -6
View File
@@ -325,12 +325,14 @@ void Chunk::rebuild()
if( empty )
{
// 4J - added - clear any renderer data associated with this
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
if (currentLayer < 2)
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
}
RenderManager.CBuffClear(lists + currentLayer);
}
RenderManager.CBuffClear(lists + 2);
delete region;
delete tileRenderer;
@@ -483,13 +485,26 @@ void Chunk::rebuild()
if((currentLayer==0)&&(!renderNextLayer))
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
RenderManager.CBuffClear(lists + 1);
RenderManager.CBuffClear(lists + 2);
for (int clearLayer = 1; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
{
RenderManager.CBuffClear(lists + clearLayer);
}
break;
}
if((currentLayer==1)&&(!renderNextLayer))
{
RenderManager.CBuffClear(lists + 2);
for (int clearLayer = 2; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
{
RenderManager.CBuffClear(lists + clearLayer);
}
break;
}
if((currentLayer==2)&&(!renderNextLayer))
{
for (int clearLayer = 3; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
{
RenderManager.CBuffClear(lists + clearLayer);
}
break;
}
}