当前位置: 首页>>代码示例>>Java>>正文


Java GlStateManager.translate方法代码示例

本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.translate方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.translate方法的具体用法?Java GlStateManager.translate怎么用?Java GlStateManager.translate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net.minecraft.client.renderer.GlStateManager的用法示例。


在下文中一共展示了GlStateManager.translate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: renderModel

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderModel(float scale, TileEntitySentryTurret te, float partialTicks) {
    GlStateManager.pushMatrix();
    GlStateManager.translate(0, -13 / 16D, 0);
    if (te == null) {
        model.renderMinigun(fakeTurret.getMinigun(), 1 / 16F, partialTicks, false);
    } else {
        model.renderMinigun(te.getMinigun(), 1 / 16F, partialTicks, false);
        GlStateManager.pushMatrix();
        GlStateManager.scale(1.0F, -1, -1F);
        GlStateManager.translate(0, -1.45F, 0);
        BlockPos pos = te.getPos();
        te.getMinigun().render(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, 1.2);
        GlStateManager.popMatrix();
    }
    GlStateManager.popMatrix();
    Minecraft.getMinecraft().getTextureManager().bindTexture(Textures.MODEL_SENTRY_TURRET);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:18,代码来源:ModelSentryTurret.java

示例2: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityIronGolem entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (entitylivingbaseIn.getHoldRoseTick() != 0)
    {
        BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
        GlStateManager.enableRescaleNormal();
        GlStateManager.pushMatrix();
        GlStateManager.rotate(5.0F + 180.0F * ((ModelIronGolem)this.ironGolemRenderer.getMainModel()).ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
        GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
        GlStateManager.translate(-0.9375F, -0.625F, -0.9375F);
        float f = 0.5F;
        GlStateManager.scale(0.5F, -0.5F, 0.5F);
        int i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
        int j = i % 65536;
        int k = i / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j, (float)k);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        this.ironGolemRenderer.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
        blockrendererdispatcher.renderBlockBrightness(Blocks.RED_FLOWER.getDefaultState(), 1.0F);
        GlStateManager.popMatrix();
        GlStateManager.disableRescaleNormal();
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:24,代码来源:LayerIronGolemFlower.java

示例3: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntitySnowman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (!entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isPumpkinEquipped())
    {
        GlStateManager.pushMatrix();
        this.snowManRenderer.getMainModel().head.postRender(0.0625F);
        float f = 0.625F;
        GlStateManager.translate(0.0F, -0.34375F, 0.0F);
        GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
        GlStateManager.scale(0.625F, -0.625F, -0.625F);
        Minecraft.getMinecraft().getItemRenderer().renderItem(entitylivingbaseIn, new ItemStack(Blocks.PUMPKIN, 1), ItemCameraTransforms.TransformType.HEAD);
        GlStateManager.popMatrix();
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:15,代码来源:LayerSnowmanHead.java

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(EntityPainting entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    GlStateManager.pushMatrix();
    GlStateManager.translate(x, y, z);
    GlStateManager.rotate(180.0F - entityYaw, 0.0F, 1.0F, 0.0F);
    GlStateManager.enableRescaleNormal();
    this.bindEntityTexture(entity);
    EntityPainting.EnumArt entitypainting$enumart = entity.art;
    float f = 0.0625F;
    GlStateManager.scale(0.0625F, 0.0625F, 0.0625F);

    if (this.renderOutlines)
    {
        GlStateManager.enableColorMaterial();
        GlStateManager.enableOutlineMode(this.getTeamColor(entity));
    }

    this.renderPainting(entity, entitypainting$enumart.sizeX, entitypainting$enumart.sizeY, entitypainting$enumart.offsetX, entitypainting$enumart.offsetY);

    if (this.renderOutlines)
    {
        GlStateManager.disableOutlineMode();
        GlStateManager.disableColorMaterial();
    }

    GlStateManager.disableRescaleNormal();
    GlStateManager.popMatrix();
    super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:33,代码来源:RenderPainting.java

示例5: render2

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render2(int dy, float ix, float iy) {
    ix = (float) (ix * 2048 * 1.2 - 125);
    iy = (float) (iy * 2048 * 1.08 - 105);
    if (ix >= x && ix <= x+w && iy >= (y + dy) && iy <= y+dy+h) {
        RenderHelper.enableGUIStandardItemLighting();
        GlStateManager.pushMatrix();
        GlStateManager.scale(6.0, 6.0, 0.0);
        GlStateManager.translate(ix / 6.5, iy / 6.5, 0);
        renderToolTip(item, 0, 0);
        GlStateManager.popMatrix();
        RenderHelper.disableStandardItemLighting();
    }
}
 
开发者ID:McJty,项目名称:Lector,代码行数:15,代码来源:RenderElementItem.java

示例6: renderModel

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
void renderModel(TileEntityPneumaticDoor te, float partialTicks) {
    PneumaticCraftUtils.rotateMatrixByMetadata(te.getBlockMetadata() % 6);
    float rotation = te.oldRotationAngle + (te.rotationAngle - te.oldRotationAngle) * partialTicks;
    boolean rightGoing = te.rightGoing;
    GlStateManager.translate((rightGoing ? -1 : 1) * 6.5F / 16F, 0, -6.5F / 16F);
    GlStateManager.rotate(rotation, 0, rightGoing ? -1 : 1, 0);
    GlStateManager.translate((rightGoing ? -1 : 1) * -6.5F / 16F, 0, 6.5F / 16F);
    if (te.getBlockMetadata() < 6) {
        modelDoor.renderModel(0.0625f);
    }
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:13,代码来源:RenderPneumaticDoor.java

示例7: rotateCorpse

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void rotateCorpse(EntityBat bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    if (!bat.getIsBatHanging())
    {
        GlStateManager.translate(0.0F, MathHelper.cos(p_77043_2_ * 0.3F) * 0.1F, 0.0F);
    }
    else
    {
        GlStateManager.translate(0.0F, -0.1F, 0.0F);
    }

    super.rotateCorpse(bat, p_77043_2_, p_77043_3_, partialTicks);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:14,代码来源:RenderBat.java

示例8: doRender

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRender(T entity, double x, double y, double z, float entityYaw, float partialTicks) {
	GlStateManager.pushMatrix();
	GlStateManager.translate((float) x, (float) y, (float) z);
	GlStateManager.enableRescaleNormal();
	GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(
			(float) (this.renderManager.options.thirdPersonView == 2 ? -1 : 1) * this.renderManager.playerViewX,
			1.0F, 0.0F, 0.0F);
	GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
	this.bindTexture(getEntityTexture(entity));

	if (this.renderOutlines) {
		GlStateManager.enableColorMaterial();
		GlStateManager.enableOutlineMode(this.getTeamColor(entity));
	}

	this.itemRenderer.renderItem(this.getStackToRender(entity), ItemCameraTransforms.TransformType.GROUND);

	if (this.renderOutlines) {
		GlStateManager.disableOutlineMode();
		GlStateManager.disableColorMaterial();
	}

	GlStateManager.disableRescaleNormal();
	GlStateManager.popMatrix();
	super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:the-realest-stu,项目名称:Adventurers-Toolbox,代码行数:28,代码来源:RenderProjectileItem.java

示例9: render

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
 * Sets the models various rotation angles then renders the model.
 */
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
    super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
    GlStateManager.pushMatrix();

    if (this.isChild)
    {
        float f = 2.0F;
        GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
        GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
        this.standRightSide.render(scale);
        this.standLeftSide.render(scale);
        this.standWaist.render(scale);
        this.standBase.render(scale);
    }
    else
    {
        if (entityIn.isSneaking())
        {
            GlStateManager.translate(0.0F, 0.2F, 0.0F);
        }

        this.standRightSide.render(scale);
        this.standLeftSide.render(scale);
        this.standWaist.render(scale);
        this.standBase.render(scale);
    }

    GlStateManager.popMatrix();
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:34,代码来源:ModelArmorStand.java

示例10: render

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
	this.shape1_1.render(f5);
	this.shape4.render(f5);
	this.shapelvl31.render(f5);
	this.shape5.render(f5);
	this.shape5_1.render(f5);
	this.shape1.render(f5);
	this.shapemed.render(f5);
	this.shapeammo.render(f5);
	this.shape5_3.render(f5);
	GlStateManager.pushMatrix();
	GlStateManager.translate(this.shapemed2.offsetX, this.shapemed2.offsetY, this.shapemed2.offsetZ);
	GlStateManager.translate(this.shapemed2.rotationPointX * f5, this.shapemed2.rotationPointY * f5,
			this.shapemed2.rotationPointZ * f5);
	GlStateManager.scale(1.0D, 1.0D, 0.9D);
	GlStateManager.translate(-this.shapemed2.offsetX, -this.shapemed2.offsetY, -this.shapemed2.offsetZ);
	GlStateManager.translate(-this.shapemed2.rotationPointX * f5, -this.shapemed2.rotationPointY * f5,
			-this.shapemed2.rotationPointZ * f5);
	this.shapemed2.render(f5);
	GlStateManager.popMatrix();
	this.shape4_1.render(f5);
	this.shapelvl21.render(f5);
	this.shapelvl32.render(f5);
	this.shape2.render(f5);
	this.shape2_1.render(f5);
	this.shapelvl22.render(f5);
	this.shapemain.render(f5);
	this.shapemed_1.render(f5);
	this.shape3.render(f5);
	this.shape3_1.render(f5);
	this.shape5_2.render(f5);
}
 
开发者ID:rafradek,项目名称:Mods,代码行数:34,代码来源:ModelDispenser3.java

示例11: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (entitylivingbaseIn.hasPlayerInfo() && !entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isWearing(EnumPlayerModelParts.CAPE) && entitylivingbaseIn.getLocationCape() != null)
    {
        ItemStack itemstack = entitylivingbaseIn.getItemStackFromSlot(EntityEquipmentSlot.CHEST);

        if (itemstack.getItem() != Items.ELYTRA)
        {
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationCape());
            GlStateManager.pushMatrix();
            GlStateManager.translate(0.0F, 0.0F, 0.125F);
            double d0 = entitylivingbaseIn.prevChasingPosX + (entitylivingbaseIn.chasingPosX - entitylivingbaseIn.prevChasingPosX) * (double)partialTicks - (entitylivingbaseIn.prevPosX + (entitylivingbaseIn.posX - entitylivingbaseIn.prevPosX) * (double)partialTicks);
            double d1 = entitylivingbaseIn.prevChasingPosY + (entitylivingbaseIn.chasingPosY - entitylivingbaseIn.prevChasingPosY) * (double)partialTicks - (entitylivingbaseIn.prevPosY + (entitylivingbaseIn.posY - entitylivingbaseIn.prevPosY) * (double)partialTicks);
            double d2 = entitylivingbaseIn.prevChasingPosZ + (entitylivingbaseIn.chasingPosZ - entitylivingbaseIn.prevChasingPosZ) * (double)partialTicks - (entitylivingbaseIn.prevPosZ + (entitylivingbaseIn.posZ - entitylivingbaseIn.prevPosZ) * (double)partialTicks);
            float f = entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks;
            double d3 = (double)MathHelper.sin(f * 0.017453292F);
            double d4 = (double)(-MathHelper.cos(f * 0.017453292F));
            float f1 = (float)d1 * 10.0F;
            f1 = MathHelper.clamp(f1, -6.0F, 32.0F);
            float f2 = (float)(d0 * d3 + d2 * d4) * 100.0F;
            float f3 = (float)(d0 * d4 - d2 * d3) * 100.0F;

            if (f2 < 0.0F)
            {
                f2 = 0.0F;
            }

            if (f2 > 165.0F)
            {
                f2 = 165.0F;
            }

            float f4 = entitylivingbaseIn.prevCameraYaw + (entitylivingbaseIn.cameraYaw - entitylivingbaseIn.prevCameraYaw) * partialTicks;
            f1 = f1 + MathHelper.sin((entitylivingbaseIn.prevDistanceWalkedModified + (entitylivingbaseIn.distanceWalkedModified - entitylivingbaseIn.prevDistanceWalkedModified) * partialTicks) * 6.0F) * 32.0F * f4;

            if (entitylivingbaseIn.isSneaking())
            {
                f1 += 25.0F;
                GlStateManager.translate(0.0F, 0.142F, -0.0178F);
            }

            GlStateManager.rotate(6.0F + f2 / 2.0F + f1, 1.0F, 0.0F, 0.0F);
            GlStateManager.rotate(f3 / 2.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(-f3 / 2.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
            this.playerRenderer.getMainModel().renderCape(0.0625F);
            GlStateManager.popMatrix();
        }
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:52,代码来源:LayerCape.java

示例12: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityShulker entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    GlStateManager.pushMatrix();

    switch (entitylivingbaseIn.getAttachmentFacing())
    {
        case DOWN:
        default:
            break;
        case EAST:
            GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(1.0F, -1.0F, 0.0F);
            GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
            break;
        case WEST:
            GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(-1.0F, -1.0F, 0.0F);
            GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
            break;
        case NORTH:
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(0.0F, -1.0F, -1.0F);
            break;
        case SOUTH:
            GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(0.0F, -1.0F, 1.0F);
            break;
        case UP:
            GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(0.0F, -2.0F, 0.0F);
    }

    ModelRenderer modelrenderer = ((ModelShulker)RenderShulker.this.getMainModel()).head;
    modelrenderer.rotateAngleY = netHeadYaw * 0.017453292F;
    modelrenderer.rotateAngleX = headPitch * 0.017453292F;
    RenderShulker.this.bindTexture(RenderShulker.SHULKER_ENDERGOLEM_TEXTURE);
    modelrenderer.render(scale);
    GlStateManager.popMatrix();
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:43,代码来源:RenderShulker.java

示例13: postRender

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
 * Allows the changing of Angles after a box has been rendered
 */
public void postRender(float scale)
{
    if (!this.isHidden)
    {
        if (this.showModel)
        {
            if (!this.compiled)
            {
                this.compileDisplayList(scale);
            }

            if (this.rotateAngleX == 0.0F && this.rotateAngleY == 0.0F && this.rotateAngleZ == 0.0F)
            {
                if (this.rotationPointX != 0.0F || this.rotationPointY != 0.0F || this.rotationPointZ != 0.0F)
                {
                    GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
                }
            }
            else
            {
                GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);

                if (this.rotateAngleZ != 0.0F)
                {
                    GlStateManager.rotate(this.rotateAngleZ * (180F / (float)Math.PI), 0.0F, 0.0F, 1.0F);
                }

                if (this.rotateAngleY != 0.0F)
                {
                    GlStateManager.rotate(this.rotateAngleY * (180F / (float)Math.PI), 0.0F, 1.0F, 0.0F);
                }

                if (this.rotateAngleX != 0.0F)
                {
                    GlStateManager.rotate(this.rotateAngleX * (180F / (float)Math.PI), 1.0F, 0.0F, 0.0F);
                }
            }
        }
    }
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:44,代码来源:ModelRenderer.java

示例14: doRender

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
 * (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
 * double d2, float f, float f1). But JAD is pre 1.5 so doe
 */
public void doRender(EntityItem entity, double x, double y, double z, float entityYaw, float partialTicks)
{
	if (ModuleManager.getModule(NoRender.class).enabled) return;
    ItemStack itemstack = entity.getEntityItem();
    this.field_177079_e.setSeed(187L);
    boolean flag = false;

    if (this.bindEntityTexture(entity))
    {
        this.renderManager.renderEngine.getTexture(this.getEntityTexture(entity)).setBlurMipmap(false, false);
        flag = true;
    }

    GlStateManager.enableRescaleNormal();
    GlStateManager.alphaFunc(516, 0.1F);
    GlStateManager.enableBlend();
    GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
    GlStateManager.pushMatrix();
    IBakedModel ibakedmodel = this.itemRenderer.getItemModelMesher().getItemModel(itemstack);
    int i = this.func_177077_a(entity, x, y, z, partialTicks, ibakedmodel);

    for (int j = 0; j < i; ++j)
    {
        if (ibakedmodel.isGui3d())
        {
            GlStateManager.pushMatrix();

            if (j > 0)
            {
                float f = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
                float f1 = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
                float f2 = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
                GlStateManager.translate(f, f1, f2);
            }

            GlStateManager.scale(0.5F, 0.5F, 0.5F);
            ibakedmodel.getItemCameraTransforms().applyTransform(ItemCameraTransforms.TransformType.GROUND);
            this.itemRenderer.renderItem(itemstack, ibakedmodel);
            GlStateManager.popMatrix();
        }
        else
        {
            GlStateManager.pushMatrix();
            ibakedmodel.getItemCameraTransforms().applyTransform(ItemCameraTransforms.TransformType.GROUND);
            this.itemRenderer.renderItem(itemstack, ibakedmodel);
            GlStateManager.popMatrix();
            float f3 = ibakedmodel.getItemCameraTransforms().ground.scale.x;
            float f4 = ibakedmodel.getItemCameraTransforms().ground.scale.y;
            float f5 = ibakedmodel.getItemCameraTransforms().ground.scale.z;
            GlStateManager.translate(0.0F * f3, 0.0F * f4, 0.046875F * f5);
        }
    }

    GlStateManager.popMatrix();
    GlStateManager.disableRescaleNormal();
    GlStateManager.disableBlend();
    this.bindEntityTexture(entity);

    if (flag)
    {
        this.renderManager.renderEngine.getTexture(this.getEntityTexture(entity)).restoreLastBlurMipmap();
    }

    super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:72,代码来源:RenderEntityItem.java

示例15: transformHeldFull3DItemLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void transformHeldFull3DItemLayer()
{
    GlStateManager.translate(0.0F, 0.1875F, 0.0F);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:5,代码来源:RenderGiantZombie.java


注:本文中的net.minecraft.client.renderer.GlStateManager.translate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。