private Tessellator(int par1) { this.bufferSize = par1; this.byteBuffer = GLAllocation.createDirectByteBuffer(par1 * 4); this.intBuffer = this.byteBuffer.asIntBuffer(); this.floatBuffer = this.byteBuffer.asFloatBuffer(); this.shortBuffer = this.byteBuffer.asShortBuffer(); this.rawBuffer = new int[par1]; this.useVBO = tryVBO && GLContext.getCapabilities().GL_ARB_vertex_buffer_object; if (this.useVBO) { this.vertexBuffers = GLAllocation.createDirectIntBuffer(this.vboCount); ARBVertexBufferObject.glGenBuffersARB(this.vertexBuffers); } }
private int[] getDisplayLists(int liquidId, World world) { if (stage.containsKey(liquidId)) return stage.get(liquidId); int[] d = new int[displayStages]; stage.put(liquidId, d); BlockInterface block = new BlockInterface(); // Retrieve the texture depending on type of item. if (liquidId < Block.blocksList.length && Block.blocksList[liquidId] != null) block.texture = Block.blocksList[liquidId].blockIndexInTexture; else if (Item.itemsList[liquidId] != null) block.texture = Item.itemsList[liquidId].getIconFromDamage(0); else return null; for (int s = 0; s < displayStages; ++s) { d[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(d[s], 4864 /* GL_COMPILE */); block.minX = 0.5 - 4F * factor + 0.01; block.minY = 0; block.minZ = 0.5 - 4F * factor + 0.01; block.maxX = 0.5 + 4F * factor - 0.01; block.maxY = (float) s / (float) displayStages; block.maxZ = 0.5 + 4F * factor - 0.01; RenderEntityBlock.renderBlock(block, world, 0, 0, 0, false, true); GL11.glEndList(); } return d; }
public void shutdownMinecraftApplet() { try { statFileWriter.func_27175_b(); statFileWriter.syncStats(); if (mcApplet != null) { mcApplet.clearApplet(); } try { if (downloadResourcesThread != null) { downloadResourcesThread.closeMinecraft(); } } catch (Exception exception) { } System.out.println("Stopping!"); try { changeWorld1(null); } catch (Throwable throwable) { } try { GLAllocation.deleteTexturesAndDisplayLists(); } catch (Throwable throwable1) { } sndManager.closeMinecraft(); Mouse.destroy(); Keyboard.destroy(); } finally { Display.destroy(); if (!hasCrashed) { System.exit(0); } } System.gc(); }
public class RenderHelper { private static FloatBuffer field_74522_a = GLAllocation.func_74529_h(16); private static final Vec3 field_82884_b = Vec3.func_72443_a(0.20000000298023224D, 1.0D, -0.699999988079071D).func_72432_b(); private static final Vec3 field_82885_c = Vec3.func_72443_a(-0.20000000298023224D, 1.0D, 0.699999988079071D).func_72432_b(); public static void func_74518_a() { GL11.glDisable(2896); GL11.glDisable(16384); GL11.glDisable(16385); GL11.glDisable(2903); } public static void func_74519_b() { GL11.glEnable(2896); GL11.glEnable(16384); GL11.glEnable(16385); GL11.glEnable(2903); GL11.glColorMaterial(1032, 5634); float var0 = 0.4F; float var1 = 0.6F; float var2 = 0.0F; GL11.glLight( 16384, 4611, func_74517_a( field_82884_b.field_72450_a, field_82884_b.field_72448_b, field_82884_b.field_72449_c, 0.0D)); GL11.glLight(16384, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16384, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16384, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glLight( 16385, 4611, func_74517_a( field_82885_c.field_72450_a, field_82885_c.field_72448_b, field_82885_c.field_72449_c, 0.0D)); GL11.glLight(16385, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16385, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16385, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glShadeModel(7424); GL11.glLightModel(2899, func_74521_a(var0, var0, var0, 1.0F)); } private static FloatBuffer func_74517_a( double p_74517_0_, double p_74517_2_, double p_74517_4_, double p_74517_6_) { return func_74521_a( (float) p_74517_0_, (float) p_74517_2_, (float) p_74517_4_, (float) p_74517_6_); } private static FloatBuffer func_74521_a( float p_74521_0_, float p_74521_1_, float p_74521_2_, float p_74521_3_) { field_74522_a.clear(); field_74522_a.put(p_74521_0_).put(p_74521_1_).put(p_74521_2_).put(p_74521_3_); field_74522_a.flip(); return field_74522_a; } public static void func_74520_c() { GL11.glPushMatrix(); GL11.glRotatef(-30.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(165.0F, 1.0F, 0.0F, 0.0F); func_74519_b(); GL11.glPopMatrix(); } }