@Override public void doRender() { GL11.glPushMatrix(); GL11.glCallList(displayList); GL11.glPopMatrix(); }
protected void doFlush() { if (!(activeShader instanceof BasicShader)) throw new IllegalStateException("Need Basic Shader in 1.1 mode"); GL11.glNewList(displayList, GL11.GL_COMPILE); ((BasicShader) activeShader).assign(true); GL11.glPushMatrix(); GL11.glBegin(renderMode); for (int i = 0; i < numVerticies; i += 1) { int index = i * 4; if (useColors) GL11.glColor3f( colorBuffer.get(index), colorBuffer.get(index + 1), colorBuffer.get(index + 2)); if (useNormals) GL11.glNormal3f( normalBuffer.get(index), normalBuffer.get(index + 1), normalBuffer.get(index + 2)); if (useTextures) GL11.glTexCoord2f(uvBuffer.get((i * 2)), uvBuffer.get((i * 2) + 1)); GL11.glVertex4f( vertexBuffer.get(index), vertexBuffer.get(index + 1), vertexBuffer.get(index + 2), vertexBuffer.get(index + 3)); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glEndList(); }
void unbind() { GL11.glPopAttrib(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); if (lightmapEnabled) { GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_BLEND); GLAPI.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
@Override protected void drawGuiContainerBackgroundLayer(float f, int i, int j) { GL11.glPushMatrix(); GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if (inverted) { this.mc.renderEngine.bindTexture( new ResourceLocation( "uncraftingTable:textures/gui/container/uncrafting_gui_redstoned.png")); } else this.mc.renderEngine.bindTexture( new ResourceLocation("uncraftingTable:textures/gui/container/uncrafting_gui.png")); int k = width / 2 - xSize / 2; int l = height / 2 - ySize / 2; this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.ySize); GL11.glPopMatrix(); }
private void renderImpl(double angle) { for (Layer layer : layers) { layer.blendMethod.applyBlending(); GL11.glPushMatrix(); TexturePackAPI.bindTexture(layer.textureName); float offsetX = layer.offsetX; float offsetY = layer.offsetY; float scaleX = layer.scaleX; float scaleY = layer.scaleY; if (layer.debug) { offsetX += offsetXDelta; offsetY += offsetYDelta; scaleX += scaleXDelta; scaleY += scaleYDelta; } GL11.glTranslatef(offsetX, offsetY, 0.0f); GL11.glScalef(scaleX, scaleY, 1.0f); float layerAngle = (float) (angle * layer.rotationMultiplier + layer.rotationOffset); GL11.glRotatef(layerAngle, 0.0f, 0.0f, 1.0f); GL11.glCallList(drawList); GL11.glPopMatrix(); } }