Fixed beam rendering so that it doesn't call Gl11 directly unless necessary.
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parent
4fe7439a61
commit
07c138710c
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@ -2,6 +2,7 @@ package WayofTime.bloodmagic.client.render;
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import java.util.List;
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import java.util.List;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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@ -39,21 +40,19 @@ public class RenderItemRoutingNode extends TileEntitySpecialRenderer<TileRouting
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float rotYaw = -((float) (Math.atan2(zd, xd) * 180.0D / Math.PI));
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float rotYaw = -((float) (Math.atan2(zd, xd) * 180.0D / Math.PI));
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float rotPitch = ((float) (Math.atan2(yd, subLength) * 180.0D / Math.PI));
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float rotPitch = ((float) (Math.atan2(yd, subLength) * 180.0D / Math.PI));
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GL11.glPushMatrix();
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GlStateManager.pushMatrix();
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float f1 = 1.0f;
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float f1 = 1.0f;
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Tessellator tessellator = Tessellator.getInstance();
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Tessellator tessellator = Tessellator.getInstance();
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WorldRenderer wr = tessellator.getWorldRenderer();
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WorldRenderer wr = tessellator.getWorldRenderer();
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this.bindTexture(field_110629_a);
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this.bindTexture(field_110629_a);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
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GL11.glDisable(GL11.GL_LIGHTING);
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GlStateManager.disableLighting();
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GL11.glDisable(GL11.GL_CULL_FACE);
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GlStateManager.disableCull();
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float f2 = 0;
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float f2 = 0;
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float f3 = -f2 * 0.2F - (float) MathHelper.floor_float(-f2 * 0.1F);
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float f3 = -f2 * 0.2F - (float) MathHelper.floor_float(-f2 * 0.1F);
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GL11.glEnable(GL11.GL_BLEND);
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GlStateManager.enableBlend();
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDepthMask(false);
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double width = 0.1;
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double width = 0.1;
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@ -73,15 +72,13 @@ public class RenderItemRoutingNode extends TileEntitySpecialRenderer<TileRouting
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double d29 = (double) (f3) + test;
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double d29 = (double) (f3) + test;
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double d30 = (double) (distance * f1) + d29;
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double d30 = (double) (distance * f1) + d29;
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GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
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GlStateManager.translate(x + 0.5, y + 0.5, z + 0.5);
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GL11.glRotatef(rotYaw, 0.0F, 1, 0);
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GlStateManager.rotate(rotYaw, 0, 1, 0);
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GL11.glRotatef(rotPitch, 0, 0.0F, 1);
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GlStateManager.rotate(rotPitch, 0, 0, 1);
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// tessellator.setBrightness(240);
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// tessellator.setBrightness(240);
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// float s = 1F / 16F;
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// float s = 1F / 16F;
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// GL11.glTranslatef(0F, s, s);
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// GL11.glScalef(1F, s * 14F, s * 14F);
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wr.begin(7, DefaultVertexFormats.POSITION_TEX);
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wr.begin(7, DefaultVertexFormats.POSITION_TEX);
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// tessellator.setColorRGBA(255, 255, 255, 100);
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// tessellator.setColorRGBA(255, 255, 255, 100);
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wr.pos(d26, d18, d19).tex(d28, d30).endVertex();
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wr.pos(d26, d18, d19).tex(d28, d30).endVertex();
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@ -105,12 +102,9 @@ public class RenderItemRoutingNode extends TileEntitySpecialRenderer<TileRouting
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tessellator.draw();
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tessellator.draw();
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ShaderHelper.releaseShader();
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ShaderHelper.releaseShader();
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GL11.glDepthMask(true);
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GlStateManager.enableLighting();
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GlStateManager.enableTexture2D();
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GL11.glEnable(GL11.GL_LIGHTING);
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GlStateManager.popMatrix();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
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GL11.glPopMatrix();
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}
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}
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}
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}
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}
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}
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