Removed some unnecessary uniform setting

This commit is contained in:
Anuken
2022-05-30 12:05:10 -04:00
parent 55a219fc03
commit 29e086f23b
5 changed files with 7 additions and 5 deletions

View File

@@ -437,8 +437,10 @@ public class BlockRenderer{
}
if(build.team != pteam){
build.drawTeam();
Draw.z(Layer.block);
if(build.block.drawTeamOverlay){
build.drawTeam();
Draw.z(Layer.block);
}
}else if(renderer.drawStatus && block.hasConsumers){
build.drawStatus();
}

View File

@@ -164,7 +164,6 @@ public class FloorRenderer{
public void beginc(){
shader.bind();
shader.setUniformMatrix4("u_projectionViewMatrix", Core.camera.mat);
shader.setUniformi("u_texture", 0);
//only ever use the base environment texture
texture.bind(0);

View File

@@ -56,7 +56,6 @@ public class IndexedRenderer implements Disposable{
texture.bind();
program.setUniformMatrix4("u_projTrans", combined);
program.setUniformi("u_texture", 0);
mesh.render(program, Gl.triangles, 0, vertices.length / vsize);
}

View File

@@ -112,6 +112,8 @@ public class Block extends UnlockableContent implements Senseable{
public int variants = 0;
/** whether to draw a rotation arrow - this does not apply to lines of blocks */
public boolean drawArrow = true;
/** whether to draw the team corner by default */
public boolean drawTeamOverlay = true;
/** for static blocks only: if true, tile data() is saved in world data. */
public boolean saveData;
/** whether you can break this with rightclick */