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https://github.com/celisej567/mcpe.git
synced 2026-09-11 20:11:18 +03:00
Fixed rendering bugs & crashes (#36)
* Fixed rendering bugs & crashes * Fixed shading of cubes (includes Steve & Camera head) * Fixed crash from rendering of Air item in hand * Fixed crash from right-clicking with Air item in-hand * TripodCameraRenderer no longer uses Cube::renderHorrible --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
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.gitignore
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@@ -383,5 +383,6 @@ FodyWeavers.xsd
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/wasm
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/assets/
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/games/
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/options.txt
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/windows_vs/options.txt
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@@ -251,7 +251,7 @@ label_3:
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ItemInstance* pItem = getSelectedItem();
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if (m_pGameMode->useItemOn(m_pLocalPlayer, m_pLevel, pItem->m_itemID < 0 ? nullptr : pItem, hr.m_tileX, hr.m_tileY, hr.m_tileZ, hr.m_hitSide))
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if (m_pGameMode->useItemOn(m_pLocalPlayer, m_pLevel, pItem->m_itemID <= 0 ? nullptr : pItem, hr.m_tileX, hr.m_tileY, hr.m_tileZ, hr.m_hitSide))
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{
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m_pLocalPlayer->swing();
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if (!isOnline())
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@@ -301,7 +301,7 @@ label_3:
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{
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label_15:
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int id = m_pLocalPlayer->m_pInventory->getSelectedItemId();
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if (id >= 0)
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if (id > 0)
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{
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ItemInstance* pItem = getSelectedItem();
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@@ -86,9 +86,9 @@ void Cube::compile(float f)
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void Cube::draw()
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{
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#ifdef ENH_ENTITY_SHADING
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drawArrayVTC(m_buffer, 36, sizeof(Tesselator::Vertex));
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#else
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drawArrayVT(m_buffer, 36, sizeof(Tesselator::Vertex));
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#else
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drawArrayVTC(m_buffer, 36, sizeof(Tesselator::Vertex));
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#endif
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}
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@@ -24,7 +24,7 @@ void HumanoidMobRenderer::additionalRendering(Mob* mob, float f)
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Player* player = (Player*)mob;
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int itemID = player->m_pInventory->getSelectedItemId();
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if (itemID < 0)
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if (itemID <= 0)
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return;
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ItemInstance inst(itemID, 1, 0);
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@@ -60,7 +60,7 @@ void TripodCameraRenderer::render(Entity* entity, float x, float y, float z, flo
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// @TODO FIX: With ENH_ENTITY_SHADING on, the cube is fully opaque.
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glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
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m_cube.renderHorrible(0.0625f);
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m_cube.render(0.0625f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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