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| GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ZERO);
this.textureGrass.bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.5f, 0.5f);
GL11.glVertex3i(-1,0,-1);
GL11.glTexCoord2f(-0.5f, 0.5f);
GL11.glVertex3i(-1,0,1);
GL11.glTexCoord2f(-0.5f, -0.5f);
GL11.glVertex3i(1,0,1);
GL11.glTexCoord2f(0.5f, -0.5f);
GL11.glVertex3i(1,0,-1);
GL11.glEnd();
GL11.glBlendFunc(GL11.GL_SRC_COLOR,GL11.GL_ONE_MINUS_DST_COLOR);
this.textureMask.bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.5f, 0.5f);
GL11.glVertex3i(-1,0,-1);
GL11.glTexCoord2f(-0.5f, 0.5f);
GL11.glVertex3i(-1,0,1);
GL11.glTexCoord2f(-0.5f, -0.5f);
GL11.glVertex3i(1,0,1);
GL11.glTexCoord2f(0.5f, -0.5f);
GL11.glVertex3i(1,0,-1);
GL11.glEnd();
GL11.glFlush(); |
Partager