GlStateManager.enableBlend();
и GlStateManager.disableBlend();
GL11.glPassThrough(1);
Но она ровным счетом ничего не меняет public void doRender(EntitySubmarine entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
this.setupTranslation(x, y, z);
this.setupRotation(entity, entityYaw, partialTicks);
this.bindEntityTexture(entity);
if (this.renderOutlines)
{
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
this.modelBoat.render(entity, partialTicks, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
if (this.renderOutlines)
{
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
EntitySubmarine entityboat = (EntitySubmarine)entityIn;
this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
for (int i = 0; i < 5; ++i)
{
this.boatSides[i].render(scale);
}
this.renderPaddle(entityboat, 0, scale, limbSwing);
this.renderPaddle(entityboat, 1, scale, limbSwing);
GlStateManager.enableBlend();
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(-0.945D, 0.15, 0.935);
GlStateManager.scale(1.005, 1.1, 1);
GL11.glPassThrough(1);
this.window.render(scale);
GlStateManager.disableBlend();
}
GlStateManager.colorMask(false, false, false, false);
@Override
public boolean shouldRenderInPass(int pass)
{
return pass == 1;
}
Это как?Тогда надо рисовать в оба пасса (0, и 1)