本文整理汇总了Java中net.minecraft.client.renderer.vertex.DefaultVertexFormats.BLOCK属性的典型用法代码示例。如果您正苦于以下问题:Java DefaultVertexFormats.BLOCK属性的具体用法?Java DefaultVertexFormats.BLOCK怎么用?Java DefaultVertexFormats.BLOCK使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类net.minecraft.client.renderer.vertex.DefaultVertexFormats
的用法示例。
在下文中一共展示了DefaultVertexFormats.BLOCK属性的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: RenderChunk
public RenderChunk(World worldIn, RenderGlobal renderGlobalIn, BlockPos blockPosIn, int indexIn)
{
this.world = worldIn;
this.renderGlobal = renderGlobalIn;
this.index = indexIn;
if (!blockPosIn.equals(this.getPosition()))
{
this.setPosition(blockPosIn);
}
if (OpenGlHelper.useVbo())
{
for (int i = 0; i < EnumWorldBlockLayer.values().length; ++i)
{
this.vertexBuffers[i] = new VertexBuffer(DefaultVertexFormats.BLOCK);
}
}
}
示例2: RenderChunk
public RenderChunk(World p_i47120_1_, RenderGlobal p_i47120_2_, int p_i47120_3_)
{
for (int i = 0; i < this.mapEnumFacing.length; ++i)
{
this.mapEnumFacing[i] = new BlockPos.MutableBlockPos();
}
this.world = p_i47120_1_;
this.renderGlobal = p_i47120_2_;
this.index = p_i47120_3_;
if (OpenGlHelper.useVbo())
{
for (int j = 0; j < BlockRenderLayer.values().length; ++j)
{
this.vertexBuffers[j] = new VertexBuffer(DefaultVertexFormats.BLOCK);
}
}
}
示例3: batchBlocks
private void batchBlocks() {
Vec3i move = this.attachedPosition;
if(move == null) {
RayTraceResult res = getLookBlock(Minecraft.getMinecraft().player, false, true, 20);
if(res != null) {
move = res.getBlockPos();
}
}
if(move == null || this.renderHelper == null) {
batchDList = GLAllocation.generateDisplayLists(1);
GlStateManager.glNewList(batchDList, GL11.GL_COMPILE);
GlStateManager.glEndList();
return;
}
batchDList = GLAllocation.generateDisplayLists(1);
GlStateManager.enableBlend();
Blending.DEFAULT.applyStateManager();
GlStateManager.glNewList(batchDList, GL11.GL_COMPILE);
Tessellator tes = Tessellator.getInstance();
BufferBuilder vb = tes.getBuffer();
BlockArrayRenderHelper.WorldBlockArrayRenderAccess access = renderHelper.getRenderAccess().move(renderHelper, move);
BlockRendererDispatcher brd = Minecraft.getMinecraft().getBlockRendererDispatcher();
VertexFormat blockFormat = DefaultVertexFormats.BLOCK;
vb.begin(GL11.GL_QUADS, blockFormat);
for (Map.Entry<BlockPos, BlockArrayRenderHelper.BakedBlockData> data : access.blockRenderData.entrySet()) {
BlockPos offset = data.getKey();
BlockArrayRenderHelper.BakedBlockData renderData = data.getValue();
BlockArrayRenderHelper.SampleRenderState state = renderData.getSampleState();
if(Minecraft.getMinecraft().world != null &&
renderHelper.getBlocks().getPattern().get(offset.subtract(move)).matches(Minecraft.getMinecraft().world, offset, false)) {
continue;
}
if(state.state.getBlock() != Blocks.AIR) {
BlockArrayRenderHelper.TileEntityRenderData terd = state.renderData;
if(terd != null && terd.tileEntity != null) {
terd.tileEntity.setWorld(Minecraft.getMinecraft().world);
terd.tileEntity.setPos(offset);
}
IBlockState actRenderState = state.state;
actRenderState = actRenderState.getBlock().getActualState(actRenderState, access, offset);
brd.renderBlock(actRenderState, offset, access, vb);
}
}
vb.sortVertexData(
(float) TileEntityRendererDispatcher.staticPlayerX,
(float) TileEntityRendererDispatcher.staticPlayerY,
(float) TileEntityRendererDispatcher.staticPlayerZ);
tes.draw();
GlStateManager.glEndList();
Blending.DEFAULT.applyStateManager();
}