本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.disableDepth方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.disableDepth方法的具体用法?Java GlStateManager.disableDepth怎么用?Java GlStateManager.disableDepth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.disableDepth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: drawGuiContainerBackgroundLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
GlStateManager.disableDepth();
GlStateManager.pushMatrix();
GlStateManager.translate(this.guiLeft + 10, this.guiTop + 10, 0);
this.drawRect(0, 0, this.xSize - 20, this.ySize - 20, 0xFFB0B0B0);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.translate(this.guiLeft, this.guiTop, 0);
this.drawSubWindows(mouseX - this.guiLeft, mouseY - this.guiTop);
GlStateManager.popMatrix();
GlStateManager.disableDepth();
GlStateManager.disableLighting();
GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);
this.mc.getTextureManager().bindTexture(new ResourceLocation(this.guiBackgroundResource));
this.drawTexturedModalRect(this.guiLeft, this.guiTop, 0, 0, this.xSize, this.ySize);
}
示例2: renderSleepFade
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void renderSleepFade(int width, int height)
{
if (mc.thePlayer.getSleepTimer() > 0)
{
mc.mcProfiler.startSection("sleep");
GlStateManager.disableDepth();
GlStateManager.disableAlpha();
int sleepTime = mc.thePlayer.getSleepTimer();
float opacity = (float)sleepTime / 100.0F;
if (opacity > 1.0F)
{
opacity = 1.0F - (float)(sleepTime - 100) / 10.0F;
}
int color = (int)(220.0F * opacity) << 24 | 1052704;
drawRect(0, 0, width, height, color);
GlStateManager.enableAlpha();
GlStateManager.enableDepth();
mc.mcProfiler.endSection();
}
}
示例3: drawBeacon
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawBeacon(BlockPos pos, int color, int colorIn, float partialTicks) {
GlStateManager.pushMatrix();
EntityPlayerSP player = Minecraft.getMinecraft().thePlayer;
double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)partialTicks;
double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)partialTicks;
double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)partialTicks;
GL11.glLineWidth((float)1.0f);
AxisAlignedBB var11 = new AxisAlignedBB((double)(pos.getX() + 1), (double)pos.getY(), (double)(pos.getZ() + 1), (double)pos.getX(), (double)(pos.getY() + 200), (double)pos.getZ());
AxisAlignedBB var12 = new AxisAlignedBB(var11.minX - x, var11.minY - y, var11.minZ - z, var11.maxX - x, var11.maxY - y, var11.maxZ - z);
if (color != 0) {
GlStateManager.disableDepth();
RenderUtils.filledBox(var12, colorIn);
RenderUtils.disableLighting();
drawOutlinedBoundingBox((AxisAlignedBB)var12, (int)color);
}
GlStateManager.popMatrix();
}
示例4: renderPumpkinOverlay
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void renderPumpkinOverlay(ScaledResolution scaledRes)
{
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableAlpha();
this.mc.getTextureManager().bindTexture(PUMPKIN_BLUR_TEX_PATH);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.enableAlpha();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例5: preLoadShader
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void preLoadShader()
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.disableDepth();
GlStateManager.disableAlpha();
GlStateManager.disableFog();
GlStateManager.disableLighting();
GlStateManager.disableColorMaterial();
GlStateManager.enableTexture2D();
GlStateManager.bindTexture(0);
}
示例6: drawScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
if(mc == null)
{
mc = Minecraft.getMinecraft();
fontRenderer = mc.fontRenderer;
}
drawDefaultBackground();
GlStateManager.color(1F, 1F, 1F, 1F);
this.mc.getTextureManager().bindTexture(texBackground);
this.drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize);
trackList.drawScreen(mouseX, mouseY, partialTicks);
super.drawScreen(mouseX, mouseY, partialTicks);
GlStateManager.pushMatrix();
GlStateManager.enableDepth();
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.translate(guiLeft + xSize + 3, guiTop + 2, 0);
mc.getRenderItem().renderItemAndEffectIntoGUI(new ItemStack(GeneralLaymansAestheticSpyingScreen.blockGlass, 1, 2), 0, 0);
RenderHelper.disableStandardItemLighting();
GlStateManager.disableDepth();
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(0.5F, 0.5F, 0.5F);
fontRenderer.drawString(I18n.translateToLocal("glass.gui.availableChannels"), (guiLeft + 5) / 0.5F, (guiTop + 5) / 0.5F, 16777215, true);
GlStateManager.popMatrix();
}
示例7: renderPortal
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void renderPortal(float timeInPortal, ScaledResolution scaledRes)
{
if (timeInPortal < 1.0F)
{
timeInPortal = timeInPortal * timeInPortal;
timeInPortal = timeInPortal * timeInPortal;
timeInPortal = timeInPortal * 0.8F + 0.2F;
}
GlStateManager.disableAlpha();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(1.0F, 1.0F, 1.0F, timeInPortal);
this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(Blocks.PORTAL.getDefaultState());
float f = textureatlassprite.getMinU();
float f1 = textureatlassprite.getMinV();
float f2 = textureatlassprite.getMaxU();
float f3 = textureatlassprite.getMaxV();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f, (double)f3).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f2, (double)f3).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex((double)f2, (double)f1).endVertex();
vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex((double)f, (double)f1).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.enableAlpha();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例8: drawSearchBlock
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawSearchBlock(Block block, BlockPos blockPos, Render3DEvent event) {
EntityPlayerSP player = Minecraft.getMinecraft().thePlayer;
GlStateManager.pushMatrix();
GL11.glLineWidth((float)1.0f);
GlStateManager.disableDepth();
RenderUtils.disableLighting();
double var8 = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)event.partialTicks;
double var10 = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)event.partialTicks;
double var12 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)event.partialTicks;
drawOutlinedBoundingBox((AxisAlignedBB)block.getSelectedBoundingBox((World)Minecraft.getMinecraft().theWorld, blockPos).expand(0.0020000000949949026, 0.0020000000949949026, 0.0020000000949949026).offset(- var8, - var10, - var12), (int)-1);
GlStateManager.popMatrix();
}
示例9: drawText
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawText(String msg, int x, int y, int color, double scale, boolean shadow) {
GlStateManager.pushMatrix();
GlStateManager.disableDepth();
GlStateManager.scale(scale, scale, scale);
MC.fontRenderer.drawString(msg, (int)(x * (1/scale)), (int)(y * (1/scale)), color, shadow);
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
示例10: boundingBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void boundingBox(Entity entity, double x, double y, double z, int color, int colorIn) {
GlStateManager.pushMatrix();
GL11.glLineWidth((float)1.0f);
AxisAlignedBB var11 = entity.getEntityBoundingBox();
AxisAlignedBB var12 = new AxisAlignedBB(var11.minX - entity.posX + x, var11.minY - entity.posY + y, var11.minZ - entity.posZ + z, var11.maxX - entity.posX + x, var11.maxY - entity.posY + y, var11.maxZ - entity.posZ + z);
if (color != 0) {
GlStateManager.disableDepth();
RenderUtils.filledBox(var12, colorIn);
RenderUtils.disableLighting();
drawOutlinedBoundingBox((AxisAlignedBB)var12, (int)color);
}
GlStateManager.popMatrix();
}
示例11: renderItemOverlayIntoGUI
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the stack size and/or damage bar for the given ItemStack.
*/
public void renderItemOverlayIntoGUI(FontRenderer fr, ItemStack stack, int xPosition, int yPosition, String text)
{
if (stack != null)
{
if (stack.stackSize != 1 || text != null)
{
String s = text == null ? String.valueOf(stack.stackSize) : text;
if (text == null && stack.stackSize < 1)
{
s = EnumChatFormatting.RED + String.valueOf(stack.stackSize);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableBlend();
fr.drawStringWithShadow(s, (float)(xPosition + 19 - 2 - fr.getStringWidth(s)), (float)(yPosition + 6 + 3), 16777215);
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
if (stack.isItemDamaged())
{
int j = (int)Math.round(13.0D - (double)stack.getItemDamage() * 13.0D / (double)stack.getMaxDamage());
int i = (int)Math.round(255.0D - (double)stack.getItemDamage() * 255.0D / (double)stack.getMaxDamage());
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 13, 2, 0, 0, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 12, 1, (255 - i) / 4, 64, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, j, 1, 255 - i, i, 0, 255);
GlStateManager.enableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
}
}
示例12: drawScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_)
{
if (this.field_178041_q)
{
this.mouseX = mouseXIn;
this.mouseY = mouseYIn;
this.drawBackground();
int i = this.getScrollBarX();
int j = i + 6;
this.bindAmountScrolled();
GlStateManager.disableLighting();
GlStateManager.disableFog();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2;
int l = this.top + 4 - (int)this.amountScrolled;
if (this.hasListHeader)
{
this.drawListHeader(k, l, tessellator);
}
this.drawSelectionBox(k, l, mouseXIn, mouseYIn);
GlStateManager.disableDepth();
int i1 = 4;
this.overlayBackground(0, this.top, 255, 255);
this.overlayBackground(this.bottom, this.height, 255, 255);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
GlStateManager.disableAlpha();
GlStateManager.shadeModel(7425);
GlStateManager.disableTexture2D();
int j1 = this.func_148135_f();
if (j1 > 0)
{
int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8);
int l1 = (int)this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top;
if (l1 < this.top)
{
l1 = this.top;
}
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)j, (double)this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)j, (double)this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)i, (double)this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
tessellator.draw();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)(l1 + k1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j, (double)(l1 + k1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j, (double)l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)i, (double)l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
tessellator.draw();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)(l1 + k1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)(j - 1), (double)(l1 + k1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)(j - 1), (double)l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)i, (double)l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
tessellator.draw();
}
this.func_148142_b(mouseXIn, mouseYIn);
GlStateManager.enableTexture2D();
GlStateManager.shadeModel(7424);
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
}
}
示例13: updateAchievementWindow
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void updateAchievementWindow()
{
if (this.theAchievement != null && this.notificationTime != 0L && Minecraft.getMinecraft().player != null)
{
double d0 = (double)(Minecraft.getSystemTime() - this.notificationTime) / 3000.0D;
if (this.permanentNotification)
{
if (d0 > 0.5D)
{
d0 = 0.5D;
}
}
else if (d0 < 0.0D || d0 > 1.0D)
{
this.notificationTime = 0L;
return;
}
this.updateAchievementWindowScale();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
double d1 = d0 * 2.0D;
if (d1 > 1.0D)
{
d1 = 2.0D - d1;
}
d1 = d1 * 4.0D;
d1 = 1.0D - d1;
if (d1 < 0.0D)
{
d1 = 0.0D;
}
d1 = d1 * d1;
d1 = d1 * d1;
int i = this.width - 160;
int j = 0 - (int)(d1 * 36.0D);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.enableTexture2D();
this.mc.getTextureManager().bindTexture(ACHIEVEMENT_BG);
GlStateManager.disableLighting();
this.drawTexturedModalRect(i, j, 96, 202, 160, 32);
if (this.permanentNotification)
{
this.mc.fontRendererObj.drawSplitString(this.achievementDescription, i + 30, j + 7, 120, -1);
}
else
{
this.mc.fontRendererObj.drawString(this.achievementTitle, i + 30, j + 7, -256);
this.mc.fontRendererObj.drawString(this.achievementDescription, i + 30, j + 18, -1);
}
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.disableLighting();
GlStateManager.enableRescaleNormal();
GlStateManager.enableColorMaterial();
GlStateManager.enableLighting();
this.renderItem.renderItemAndEffectIntoGUI(this.theAchievement.theItemStack, i + 8, j + 8);
GlStateManager.disableLighting();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
}
}
示例14: renderItemOverlayIntoGUI
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the stack size and/or damage bar for the given ItemStack.
*/
public void renderItemOverlayIntoGUI(FontRenderer fr, ItemStack stack, int xPosition, int yPosition, String text)
{
if (stack != null)
{
if (stack.stackSize != 1 || text != null)
{
String s = text == null ? String.valueOf(stack.stackSize) : text;
if (text == null && stack.stackSize < 1)
{
s = EnumChatFormatting.RED + String.valueOf(stack.stackSize);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableBlend();
fr.drawStringWithShadow(s, (float)(xPosition + 19 - 2 - fr.getStringWidth(s)), (float)(yPosition + 6 + 3), 16777215);
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
boolean flag = stack.isItemDamaged();
if (Reflector.ForgeItem_showDurabilityBar.exists())
{
flag = Reflector.callBoolean(stack.getItem(), Reflector.ForgeItem_showDurabilityBar, new Object[] {stack});
}
if (flag)
{
int i = (int)Math.round(13.0D - (double)stack.getItemDamage() * 13.0D / (double)stack.getMaxDamage());
int j = (int)Math.round(255.0D - (double)stack.getItemDamage() * 255.0D / (double)stack.getMaxDamage());
if (Reflector.ForgeItem_getDurabilityForDisplay.exists())
{
double d0 = Reflector.callDouble(stack.getItem(), Reflector.ForgeItem_getDurabilityForDisplay, new Object[] {stack});
i = (int)Math.round(13.0D - d0 * 13.0D);
j = (int)Math.round(255.0D - d0 * 255.0D);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 13, 2, 0, 0, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 12, 1, (255 - j) / 4, 64, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, i, 1, 255 - j, j, 0, 255);
if (!Reflector.ForgeHooksClient.exists())
{
GlStateManager.enableBlend();
}
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
}
}
示例15: drawHoveringText
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Draws a List of strings as a tooltip. Every entry is drawn on a seperate line.
*/
protected void drawHoveringText(List<String> textLines, int x, int y)
{
if (!textLines.isEmpty())
{
GlStateManager.disableRescaleNormal();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableLighting();
GlStateManager.disableDepth();
int i = 0;
for (String s : textLines)
{
int j = this.fontRendererObj.getStringWidth(s);
if (j > i)
{
i = j;
}
}
int l1 = x + 12;
int i2 = y - 12;
int k = 8;
if (textLines.size() > 1)
{
k += 2 + (textLines.size() - 1) * 10;
}
if (l1 + i > this.width)
{
l1 -= 28 + i;
}
if (i2 + k + 6 > this.height)
{
i2 = this.height - k - 6;
}
this.zLevel = 300.0F;
this.itemRender.zLevel = 300.0F;
int l = -267386864;
this.drawGradientRect(l1 - 3, i2 - 4, l1 + i + 3, i2 - 3, l, l);
this.drawGradientRect(l1 - 3, i2 + k + 3, l1 + i + 3, i2 + k + 4, l, l);
this.drawGradientRect(l1 - 3, i2 - 3, l1 + i + 3, i2 + k + 3, l, l);
this.drawGradientRect(l1 - 4, i2 - 3, l1 - 3, i2 + k + 3, l, l);
this.drawGradientRect(l1 + i + 3, i2 - 3, l1 + i + 4, i2 + k + 3, l, l);
int i1 = 1347420415;
int j1 = (i1 & 16711422) >> 1 | i1 & -16777216;
this.drawGradientRect(l1 - 3, i2 - 3 + 1, l1 - 3 + 1, i2 + k + 3 - 1, i1, j1);
this.drawGradientRect(l1 + i + 2, i2 - 3 + 1, l1 + i + 3, i2 + k + 3 - 1, i1, j1);
this.drawGradientRect(l1 - 3, i2 - 3, l1 + i + 3, i2 - 3 + 1, i1, i1);
this.drawGradientRect(l1 - 3, i2 + k + 2, l1 + i + 3, i2 + k + 3, j1, j1);
for (int k1 = 0; k1 < textLines.size(); ++k1)
{
String s1 = (String)textLines.get(k1);
this.fontRendererObj.drawStringWithShadow(s1, (float)l1, (float)i2, -1);
if (k1 == 0)
{
i2 += 2;
}
i2 += 10;
}
this.zLevel = 0.0F;
this.itemRender.zLevel = 0.0F;
GlStateManager.enableLighting();
GlStateManager.enableDepth();
RenderHelper.enableStandardItemLighting();
GlStateManager.enableRescaleNormal();
}
}