本文整理汇总了Java中net.minecraft.client.model.ModelBase.render方法的典型用法代码示例。如果您正苦于以下问题:Java ModelBase.render方法的具体用法?Java ModelBase.render怎么用?Java ModelBase.render使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.model.ModelBase
的用法示例。
在下文中一共展示了ModelBase.render方法的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: renderEnchantedGlint
import net.minecraft.client.model.ModelBase; //导入方法依赖的package包/类
public static void renderEnchantedGlint(RenderLivingBase<?> p_188364_0_, EntityLivingBase p_188364_1_, ModelBase model, float p_188364_3_, float p_188364_4_, float p_188364_5_, float p_188364_6_, float p_188364_7_, float p_188364_8_, float p_188364_9_)
{
float f = (float)p_188364_1_.ticksExisted + p_188364_5_;
p_188364_0_.bindTexture(ENCHANTED_ITEM_GLINT_RES);
GlStateManager.enableBlend();
GlStateManager.depthFunc(514);
GlStateManager.depthMask(false);
float f1 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
for (int i = 0; i < 2; ++i)
{
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE);
float f2 = 0.76F;
GlStateManager.color(0.38F, 0.19F, 0.608F, 1.0F);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f3 = 0.33333334F;
GlStateManager.scale(0.33333334F, 0.33333334F, 0.33333334F);
GlStateManager.rotate(30.0F - (float)i * 60.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.translate(0.0F, f * (0.001F + (float)i * 0.003F) * 20.0F, 0.0F);
GlStateManager.matrixMode(5888);
model.render(p_188364_1_, p_188364_3_, p_188364_4_, p_188364_6_, p_188364_7_, p_188364_8_, p_188364_9_);
}
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.depthMask(true);
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
}
示例2: renderEnchantedGlint
import net.minecraft.client.model.ModelBase; //导入方法依赖的package包/类
public static void renderEnchantedGlint(RenderLivingBase<?> p_188364_0_, EntityLivingBase p_188364_1_, ModelBase model, float p_188364_3_, float p_188364_4_, float p_188364_5_, float p_188364_6_, float p_188364_7_, float p_188364_8_, float p_188364_9_)
{
if (!Config.isShaders() || !Shaders.isShadowPass)
{
float f = (float)p_188364_1_.ticksExisted + p_188364_5_;
p_188364_0_.bindTexture(ENCHANTED_ITEM_GLINT_RES);
if (Config.isShaders())
{
ShadersRender.renderEnchantedGlintBegin();
}
Minecraft.getMinecraft().entityRenderer.func_191514_d(true);
GlStateManager.enableBlend();
GlStateManager.depthFunc(514);
GlStateManager.depthMask(false);
float f1 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
for (int i = 0; i < 2; ++i)
{
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE);
float f2 = 0.76F;
GlStateManager.color(0.38F, 0.19F, 0.608F, 1.0F);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f3 = 0.33333334F;
GlStateManager.scale(0.33333334F, 0.33333334F, 0.33333334F);
GlStateManager.rotate(30.0F - (float)i * 60.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.translate(0.0F, f * (0.001F + (float)i * 0.003F) * 20.0F, 0.0F);
GlStateManager.matrixMode(5888);
model.render(p_188364_1_, p_188364_3_, p_188364_4_, p_188364_6_, p_188364_7_, p_188364_8_, p_188364_9_);
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
}
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.depthMask(true);
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
Minecraft.getMinecraft().entityRenderer.func_191514_d(false);
if (Config.isShaders())
{
ShadersRender.renderEnchantedGlintEnd();
}
}
}
示例3: doRender
import net.minecraft.client.model.ModelBase; //导入方法依赖的package包/类
@Override
public void doRender(EntityGrenade entity, double x, double y, double z, float yaw, float partialTick) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y + entity.height / 2, (float) z);
GL11.glColor4f(0.7F, 0.7F, 0.7F, 1F);
GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick, 0.0F, 1.0F,
0.0F);
GL11.glRotatef(
(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick) *(entity.getBomb()>0? 1:-1), 1.0F,
0.0F, 0.0F);
if(entity.getBomb()==1)
GL11.glScalef(2, 2, 2);
bindEntityTexture(entity);
ModelBase model=entity.getBomb()>0?this.modelBomb:this.model;
// GL11.glTranslatef((float)entity.posX, (float)entity.posY,
// entity.posZ);
if (entity.getCritical() == 2) {
// GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
// GL11.glColor4f(0.0F, 0.0F, 1.0F, 1F);
model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
// GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F);
// GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
} else
model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
/*
* GL11.glScalef(1.5f, 1.5f, 1.5f); GL11.glEnable(GL11.GL_BLEND);
* //GL11.glDisable(GL11.GL_ALPHA_TEST); OpenGlHelper.glBlendFunc(770,
* 771, 1, 0);
*
* char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536;
* OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
* (float)j / 1.0F, (float)k / 1.0F);
*
* model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
* GL11.glDisable(GL11.GL_BLEND); // GL11.glEnable(GL11.GL_ALPHA_TEST);
*/
GL11.glColor4f(1F, 1F, 1F, 1F);
GL11.glPopMatrix();
/*
* IIcon iicon = TF2EventBusListener.pelletIcon;
*
* if (iicon != null) { GL11.glPushMatrix();
* GL11.glTranslatef((float)x,(float) y,(float) z);
* GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F,
* 0.5F); this.bindTexture(TextureMap.locationItemsTexture); Tessellator
* tessellator = Tessellator.instance;
*
* float f = iicon.getMinU(); float f1 = iicon.getMaxU(); float f2 =
* iicon.getMinV(); float f3 = iicon.getMaxV(); float f4 = 1.0F; float
* f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180.0F -
* this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
* GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
* tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F,
* 0.0F); tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F
* - f6), 0.0D, (double)f, (double)f3);
* tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6),
* 0.0D, (double)f1, (double)f3);
* tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6),
* 0.0D, (double)f1, (double)f2);
* tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6),
* 0.0D, (double)f, (double)f2); tessellator.draw();
* GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix();
*
* }
*/
}