示例#1
0
 public void start(ResourceLocation texture) {
   this.useProgram();
   GL13.glActiveTexture(GL13.GL_TEXTURE0 + MASK_TEXID);
   GL11.glEnable(GL11.GL_TEXTURE_2D);
   RenderUtils.loadTexture(texture);
   GL13.glActiveTexture(GL13.GL_TEXTURE0);
 }
 @Override
 public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
   EntityLivingBase elb = (EntityLivingBase) data[1];
   if (!(elb instanceof EntityPlayer)) return;
   EntityPlayer player = (EntityPlayer) elb;
   double scale = type == ItemRenderType.EQUIPPED ? 0.6 : .8;
   GL11.glPushMatrix();
   { // FIX: Added matrix state for transform.
     GL11.glScaled(scale, scale, scale);
     RenderUtils.drawEquippedItem(0.04, Resources.TEX_COIN_FRONT, Resources.TEX_COIN_BACK);
   }
   GL11.glPopMatrix();
 }
  @Override
  public void doRender(Entity var1, double x, double y, double z, float var8, float var9) {
    EntityCoinThrowing etc = (EntityCoinThrowing) var1;
    EntityPlayer player = etc.player;
    boolean fp =
        player == Minecraft.getMinecraft().thePlayer
            && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0;

    double dt = GameTimer.getTime() % 150;

    if (etc.player == null) return;
    // If syncedSingle and in client computer, do not render
    if (etc.isSync && player == Minecraft.getMinecraft().thePlayer) return;
    if (etc.posY < player.posY) return;
    GL11.glPushMatrix();
    {
      // x = player.posX - RenderManager.renderPosX;
      // y = etc.posY - RenderManager.renderPosY;
      // z = player.posZ - RenderManager.renderPosZ;
      if (player == Minecraft.getMinecraft().thePlayer) {
        x = z = 0;
      }

      GL11.glTranslated(x, y, z);
      if (fp) {
        GL11.glRotated(player.rotationYaw, 0, -1, 0);
      } else GL11.glRotated(player.renderYawOffset, 0, -1, 0);
      GL11.glTranslated(-0.63, -0.60, 0.30);
      float scale = 0.3F;
      GL11.glScalef(scale, scale, scale);
      GL11.glTranslated(0.5, 0.5, 0);
      GL11.glRotated((dt * 360.0 / 300.0), etc.axis.xCoord, etc.axis.yCoord, etc.axis.zCoord);
      GL11.glTranslated(-0.5, -0.5, 0);
      RenderUtils.drawEquippedItem(0.0625, Resources.TEX_COIN_FRONT, Resources.TEX_COIN_BACK);
    }
    GL11.glPopMatrix();
  }