本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.disableBlendProfile方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.disableBlendProfile方法的具体用法?Java GlStateManager.disableBlendProfile怎么用?Java GlStateManager.disableBlendProfile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.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.disableBlendProfile方法的4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: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the model in RenderLiving
*/
protected void renderModel(T entitylivingbaseIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor)
{
boolean flag = !entitylivingbaseIn.isInvisible() || this.renderOutlines;
boolean flag1 = !flag && !entitylivingbaseIn.isInvisibleToPlayer(Minecraft.getMinecraft().player);
if (flag || flag1)
{
if (!this.bindEntityTexture(entitylivingbaseIn))
{
return;
}
if (flag1)
{
GlStateManager.enableBlendProfile(GlStateManager.Profile.TRANSPARENT_MODEL);
}
this.mainModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor);
if (flag1)
{
GlStateManager.disableBlendProfile(GlStateManager.Profile.TRANSPARENT_MODEL);
}
}
}
示例2: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the model in RenderLiving
*/
protected void renderModel(T entitylivingbaseIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor)
{
boolean flag = !entitylivingbaseIn.isInvisible() || this.renderOutlines;
boolean flag1 = !flag && !entitylivingbaseIn.isInvisibleToPlayer(Minecraft.getMinecraft().thePlayer);
if (flag || flag1)
{
if (!this.bindEntityTexture(entitylivingbaseIn))
{
return;
}
if (flag1)
{
GlStateManager.enableBlendProfile(GlStateManager.Profile.TRANSPARENT_MODEL);
}
this.mainModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor);
if (flag1)
{
GlStateManager.disableBlendProfile(GlStateManager.Profile.TRANSPARENT_MODEL);
}
}
}
示例3: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(AbstractClientPlayer entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new net.minecraftforge.client.event.RenderPlayerEvent.Pre(entity, this, partialTicks, x, y, z))) return;
if (!entity.isUser() || this.renderManager.renderViewEntity == entity)
{
double d0 = y;
if (entity.isSneaking() && !(entity instanceof EntityPlayerSP))
{
d0 = y - 0.125D;
}
this.setModelVisibilities(entity);
GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
super.doRender(entity, x, d0, z, entityYaw, partialTicks);
GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
}
net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new net.minecraftforge.client.event.RenderPlayerEvent.Post(entity, this, partialTicks, x, y, z));
}
示例4: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(AbstractClientPlayer entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (!entity.isUser() || this.renderManager.renderViewEntity == entity)
{
double d0 = y;
if (entity.isSneaking() && !(entity instanceof EntityPlayerSP))
{
d0 = y - 0.125D;
}
this.setModelVisibilities(entity);
GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
if (Hacks.findMod(Chams.class).isEnabled()) {
GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
GlStateManager.enablePolygonOffset();
GlStateManager.doPolygonOffset(1.0F, -1000000);
super.doRender(entity, x, d0, z, entityYaw, partialTicks);
GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
GlStateManager.doPolygonOffset(1.0F, 1000000);
GlStateManager.disablePolygonOffset();
}else{
super.doRender(entity, x, d0, z, entityYaw, partialTicks);
}
GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
}
}