本文整理汇总了Java中net.minecraft.client.renderer.GLAllocation.generateDisplayLists方法的典型用法代码示例。如果您正苦于以下问题:Java GLAllocation.generateDisplayLists方法的具体用法?Java GLAllocation.generateDisplayLists怎么用?Java GLAllocation.generateDisplayLists使用的例子?那么, 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.renderer.GLAllocation
的用法示例。
在下文中一共展示了GLAllocation.generateDisplayLists方法的15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: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
private void compileDisplayList(float scale)
{
if (this.displayList == 0)
{
this.savedScale = scale;
this.displayList = GLAllocation.generateDisplayLists(1);
}
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
}
for (int j = 0; j < this.spriteList.size(); ++j)
{
ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
modelsprite.render(Tessellator.getInstance(), scale);
}
GL11.glEndList();
this.compiled = true;
}
示例2: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
private void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
}
for (int j = 0; j < this.spriteList.size(); ++j)
{
ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
modelsprite.render(Tessellator.getInstance(), scale);
}
GL11.glEndList();
this.compiled = true;
}
示例3: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
private void compileDisplayList(float scale)
{
if (this.displayList == 0)
{
this.savedScale = scale;
this.displayList = GLAllocation.generateDisplayLists(1);
}
GlStateManager.glNewList(this.displayList, 4864);
VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(vertexbuffer, scale);
}
for (int j = 0; j < this.spriteList.size(); ++j)
{
ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
modelsprite.render(Tessellator.getInstance(), scale);
}
GlStateManager.glEndList();
this.compiled = true;
}
示例4: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GlStateManager.glNewList(this.displayList, 4864);
VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(vertexbuffer, scale);
}
GlStateManager.glEndList();
this.compiled = true;
}
示例5: render
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public void render(float partialTicks) {
boolean ineff = false;
if(ineff){
updateSimpleRender(partialTicks);
return;
}
if (needsUpdate) {
if (glRenderList >= 0) {
GLAllocation.deleteDisplayLists(glRenderList);
glRenderList = -1;
}
glRenderList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(glRenderList, GL11.GL_COMPILE);
updateSimpleRender(partialTicks);
GL11.glEndList();
needsUpdate = false;
}
if(this.glRenderList >=0){
GlStateManager.callList(glRenderList);
}
}
示例6: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
@SideOnly(Side.CLIENT)
protected void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GlStateManager.glNewList(this.displayList, 4864);
VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox) this.cubeList.get(i)).render(vertexbuffer, scale);
}
GlStateManager.glEndList();
this.compiled = true;
}
示例7: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
private void compileDisplayList (float worldScale) {
if (this.useLegacyCompiler)
this.compileLegacyDisplayList(worldScale);
else {
final Collection<TextureGroup> textures = this.textureGroup.values();
final Iterator<TextureGroup> itr = textures.iterator();
this.displayListArray = new int[this.textureGroup.size()];
for (int i = 0; itr.hasNext(); i++) {
this.displayListArray[i] = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayListArray[i], 4864);
final Tessellator tessellator = Tessellator.getInstance();
final TextureGroup usedGroup = itr.next();
for (int j = 0; j < usedGroup.poly.size(); j++)
usedGroup.poly.get(j).draw(tessellator, worldScale);
GL11.glEndList();
}
}
this.compiled = true;
}
示例8: update
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public boolean update(BlockSlice slice) {
if (!changed) {
return false;
}
for (int pass = 0; pass < 2; pass++) {
if (glDisplayList[pass] < 0) {
glDisplayList[pass] = GLAllocation.generateDisplayLists(1);
}
GL11.glPushMatrix();
GL11.glNewList(glDisplayList[pass], GL11.GL_COMPILE);
if (slice.sculpture.needRenderPass(pass)) {
build(slice, pass);
}
GL11.glEndList();
GL11.glPopMatrix();
}
changed = false;
return true;
}
示例9: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
private static void compileDisplayList()
{
displayList = GLAllocation.generateDisplayLists(1);
GlStateManager.glNewList(displayList, 4864);
BufferBuilder vertexbuffer = Tessellator.getInstance().getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
for(RawQuad q : quads)
{
for(int i = 0; i < 4; i++)
{
Vertex v = q.getVertex(i);
Vec3d n = v.getNormal();
vertexbuffer.pos(v.x, v.y, v.z).tex(v.u, v.v).normal((float)n.x, (float)n.y, (float)n.z).endVertex();
}
}
Tessellator.getInstance().draw();
GlStateManager.glEndList();
}
示例10: update
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public boolean update(BlockSlice slice){
if(glDisplayList != null && !changed)return false;
if(glDisplayList == null)glDisplayList = new int[]{-1,-1};
for(int pass = 0; pass < 2; pass++){
if(glDisplayList[pass] < 0)glDisplayList[pass] = GLAllocation.generateDisplayLists(1);
GL11.glPushMatrix();
GL11.glNewList(glDisplayList[pass], GL11.GL_COMPILE);
if(slice.sculpture.needRenderPass(pass))
build(slice,pass);
GL11.glEndList();
GL11.glPopMatrix();
}
changed = false;
return true;
}
示例11: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
Tessellator tessellator = Tessellator.instance;
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(tessellator, par1);
}
GL11.glEndList();
this.compiled = true;
}
示例12: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1) {
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
Tessellator var2 = Tessellator.instance;
for (int var3 = 0; var3 < this.cubeList.size(); ++var3) {
((ModelBox) this.cubeList.get(var3)).render(var2, par1);
}
for(int i = 0; i < this.objs.size(); i++){
this.objs.get(i).render(par1);
}
GL11.glEndList();
this.compiled = true;
}
示例13: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Compiles a GL display list for this model
*/
private void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
}
GL11.glEndList();
this.compiled = true;
}
示例14: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer();
for (int i = 0; i < this.quadList.length; i++)
{
this.quadList[i].draw(bufferbuilder, scale);
}
GL11.glEndList();
this.compiled = true;
}
示例15: compileDisplayList
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
Tessellator tessellator = Tessellator.instance;
for (int i = 0; i < this.cubeList.size(); ++i)
{
((ModelBox) this.cubeList.get(i)).render(tessellator, par1);
}
GL11.glEndList();
this.compiled = true;
}