diff --git a/src/main/java/StevenDimDoors/mod_pocketDim/util/l_systems/LSystem.java b/src/main/java/StevenDimDoors/mod_pocketDim/util/l_systems/LSystem.java index 184fe33..b9c358d 100644 --- a/src/main/java/StevenDimDoors/mod_pocketDim/util/l_systems/LSystem.java +++ b/src/main/java/StevenDimDoors/mod_pocketDim/util/l_systems/LSystem.java @@ -368,7 +368,7 @@ public class LSystem Poly2Tri.triangulate(poly); ArrayList tris =(ArrayList) poly.getTriangles(); - + for(DelaunayTriangle tri : tris) { for(TriangulationPoint tpoint : tri.points) diff --git a/src/main/java/StevenDimDoors/mod_pocketDimClient/RenderRift.java b/src/main/java/StevenDimDoors/mod_pocketDimClient/RenderRift.java index ea352c6..ef7ae05 100644 --- a/src/main/java/StevenDimDoors/mod_pocketDimClient/RenderRift.java +++ b/src/main/java/StevenDimDoors/mod_pocketDimClient/RenderRift.java @@ -93,17 +93,18 @@ public class RenderRift extends TileEntitySpecialRenderer int jIndex = 0; // set the color for the render - GL11.glColor4f(.15F, .15F, .1F, 1F); + GL11.glColor4f(.3F, .3F, .3F, 1F); //set the blending mode GL11.glEnable(GL_BLEND); - glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); + //glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); + glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); // start rendering triangles for the moving shards GL11.glBegin(GL11.GL_TRIANGLES); for (Point p : poly.points) { - jIndex++; + jIndex = Math.abs(p.x+p.y); // calculate the rotation for the fractal, apply offset, and apply // jitter @@ -131,9 +132,10 @@ public class RenderRift extends TileEntitySpecialRenderer GL11.glEnd(); //GL11.glDisable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR); //glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); + /** GL11.glBegin(GL11.GL_TRIANGLES); // draw the next set of triangles to form a background and change their @@ -165,5 +167,6 @@ public class RenderRift extends TileEntitySpecialRenderer } // stop drawing triangles GL11.glEnd(); + **/ } } \ No newline at end of file