add a setting to play with
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6a2cd9d3ba
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1968f47fc9
@ -464,6 +464,12 @@ public final class Settings {
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*/
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*/
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public Setting<Boolean> renderCachedChunks = new Setting<>(false);
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public Setting<Boolean> renderCachedChunks = new Setting<>(false);
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/**
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* 0.0f = not visible, fully transparent
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* 1.0f = fully opaque
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*/
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public Setting<Float> cachedChunksOpacity = new Setting<>(0.5f);
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/**
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/**
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* Whether or not to use the "#" command prefix
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* Whether or not to use the "#" command prefix
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*/
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*/
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@ -42,7 +42,7 @@ public class MixinChunkRenderContainer {
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if (Minecraft.getMinecraft().world.getChunk(renderChunkIn.getPosition()).isEmpty()) {
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if (Minecraft.getMinecraft().world.getChunk(renderChunkIn.getPosition()).isEmpty()) {
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GlStateManager.enableAlpha();
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GlStateManager.enableAlpha();
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GlStateManager.enableBlend();
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GlStateManager.enableBlend();
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GL14.glBlendColor(0, 0, 0, 0.5F);
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GL14.glBlendColor(1, 1, 1, Baritone.settings().cachedChunksOpacity.get());
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GlStateManager.tryBlendFuncSeparate(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ONE, GL_ZERO);
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GlStateManager.tryBlendFuncSeparate(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ONE, GL_ZERO);
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} else {
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} else {
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GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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