Outline singularity text instead of dropping shadow

This commit is contained in:
DBotThePony 2023-07-24 00:44:32 +07:00
parent a161549392
commit e7c2f71022
Signed by: DBot
GPG Key ID: DCC23B5715498507
2 changed files with 5 additions and 8 deletions

View File

@ -184,11 +184,8 @@ class BlackHoleRenderer(private val context: BlockEntityRendererProvider.Context
val sorse = DynamicBufferSource.WORLD
font.draw(poseStack, text1, 0.8f, 0.8f - font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.BLACK, buffer = sorse)
font.draw(poseStack, text2, 0.8f, 0.8f + font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.BLACK, buffer = sorse)
poseStack.translate(0.0, 0.0, -1.0)
font.draw(poseStack, text1, 0f, -font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.WHITE, buffer = sorse)
font.draw(poseStack, text2, 0f, font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.WHITE, buffer = sorse)
font.draw(poseStack, text1, 0.8f, 0.8f - font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.WHITE, buffer = sorse, drawOutline = true)
font.draw(poseStack, text2, 0.8f, 0.8f + font.lineHeight.toFloat() / 2f, gravity = RenderGravity.TOP_LEFT, color = RGBAColor.WHITE, buffer = sorse, drawOutline = true)
poseStack.popPose()
}

View File

@ -162,14 +162,14 @@ class GravitationStabilizerRenderer(private val context: BlockEntityRendererProv
TranslatableComponent("otm.3d2d.gravitation_stabilizer.mass", bhTile.mass.formatMatter(formatAsReadable = ShiftPressedCond)),
1f, -font.lineHeight.toFloat() / 2f + 1f,
color = RGBAColor.WHITE, buffer = sorse, gravity = RenderGravity.TOP_CENTER,
customShadow = true, shadowX = -0.2f, shadowY = 0f, shadowZ = -0.5f)
drawOutline = true)
font.draw(
poseStack,
TranslatableComponent("otm.3d2d.gravitation_stabilizer.strength", "%.2f".format(bhTile.gravitationStrength)),
1f, font.lineHeight.toFloat() / 2f + 1f,
color = RGBAColor.BLACK, buffer = sorse, gravity = RenderGravity.TOP_CENTER,
customShadow = true, shadowX = -0.2f, shadowY = 0f, shadowZ = 0.5f)
color = RGBAColor.WHITE, buffer = sorse, gravity = RenderGravity.TOP_CENTER,
drawOutline = true)
poseStack.popPose()
}