本文整理汇总了Java中net.minecraft.client.renderer.RenderBlocks.renderStandardBlockWithColorMultiplier方法的典型用法代码示例。如果您正苦于以下问题:Java RenderBlocks.renderStandardBlockWithColorMultiplier方法的具体用法?Java RenderBlocks.renderStandardBlockWithColorMultiplier怎么用?Java RenderBlocks.renderStandardBlockWithColorMultiplier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.RenderBlocks
的用法示例。
在下文中一共展示了RenderBlocks.renderStandardBlockWithColorMultiplier方法的2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: renderWorldBlock
import net.minecraft.client.renderer.RenderBlocks; //导入方法依赖的package包/类
public boolean renderWorldBlock(final IBlockAccess world, final int par2, final int par3, final int par4, final Block par1Block, final int modelId, final RenderBlocks renderer) {
final Tessellator var8 = Tessellator.instance;
final int i = world.getBlockMetadata(par2, par3, par4);
float f = BlockColor.initColor[i][0];
float f2 = BlockColor.initColor[i][1];
float f3 = BlockColor.initColor[i][2];
final TileEntity data = world.getTileEntity(BlockColorData.dataBlockX(par2), BlockColorData.dataBlockY(par3), BlockColorData.dataBlockZ(par4));
if (data instanceof TileEntityBlockColorData) {
f = ((TileEntityBlockColorData)data).palette[i][0];
f2 = ((TileEntityBlockColorData)data).palette[i][1];
f3 = ((TileEntityBlockColorData)data).palette[i][2];
}
if (EntityRenderer.anaglyphEnable) {
final float f4 = (f * 30.0f + f2 * 59.0f + f3 * 11.0f) / 100.0f;
final float f5 = (f * 30.0f + f2 * 70.0f) / 100.0f;
final float f6 = (f * 30.0f + f3 * 70.0f) / 100.0f;
f = f4;
f2 = f5;
f3 = f6;
}
return (Minecraft.isAmbientOcclusionEnabled() && par1Block.getLightValue() == 0) ? renderer.renderStandardBlockWithAmbientOcclusion(par1Block, par2, par3, par4, f, f2, f3) : renderer.renderStandardBlockWithColorMultiplier(par1Block, par2, par3, par4, f, f2, f3);
}
示例2: renderWorldBlock
import net.minecraft.client.renderer.RenderBlocks; //导入方法依赖的package包/类
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
TELatexExtractor te = (TELatexExtractor) world.getTileEntity(x, y, z);
Block latexBlock = ModBlocks.latex;
float p = 0.0625f;
renderer.renderAllFaces = true;
GL11.glPushMatrix();
if (te.getLatexAmount() > 0 && te.isBowlInstalled()) {
FluidStack fs = new FluidStack(ModFluids.LATEX, te.getLatexAmount());
int color = fs.getFluid().getColor(fs);
float f = (color >> 16 & 255) / 255.0F;
float f1 = (color >> 8 & 255) / 255.0F;
float f2 = (color & 255) / 255.0F;
float h = 4*p * (fs.amount / 200f);
IIcon still = fs.getFluid().getStillIcon();
setRotatedRenderBounds(renderer, te.rotation, MIN_X+5*p, MIN_Y+p, MIN_Z+7*p, MAX_X-5*p, MIN_Y+p+h, MAX_Z-3*p);
renderer.setOverrideBlockTexture(still);
renderer.renderStandardBlockWithColorMultiplier(latexBlock, x, y, z, f, f1, f2);
renderer.clearOverrideBlockTexture();
}
rotate(renderer, 0);
renderer.renderAllFaces = false;
GL11.glPopMatrix();
return true;
}