Render depth (water behind stays behind)

This commit is contained in:
James McKay committed 2015-11-30 13:22:36 +11:00
1 parent 672742b184
commit 1cf252ed06
1 file changed
+2 -1
@@ -51,7 +51,8 @@ public class BlockEvents {
LinkedList<Point3d> blocks = worker.getBlockPositionList(clickedPos, ForgeDirection.getOrientation(event.target.sideHit), numBlocks, wand.getMode(), wandItem.getFaceLock(event.currentItem));
if (blocks.size() > 0) {
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glLineWidth(2.5F);
for (Point3d block : blocks) {
AxisAlignedBB boundingBox = AxisAlignedBB.getBoundingBox(block.x, block.y, block.z, block.x + 1, block.y + 1, block.z + 1).contract(0.005, 0.005, 0.005);