本文整理汇总了Java中net.minecraft.client.renderer.RenderEngine.bindTexture方法的典型用法代码示例。如果您正苦于以下问题:Java RenderEngine.bindTexture方法的具体用法?Java RenderEngine.bindTexture怎么用?Java RenderEngine.bindTexture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.RenderEngine
的用法示例。
在下文中一共展示了RenderEngine.bindTexture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: drawInventory
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
protected void drawInventory( float delta, int mX, int mY ){
RenderEngine engine = mc.renderEngine;
Tessellator buff = Tessellator.instance;
//Bind the texture
engine.bindTexture("/slp-gui/term.png");
//Standard item model
RenderHelper.disableStandardItemLighting();
//Draw the leaflet
buff.setTranslation(guiLeft +8, guiTop +114, 0);
buff.startDrawingQuads();
buff.addVertexWithUV(0, 0, 0, 1, 0);
buff.addVertexWithUV(0, 90, 0, 422f/512f, 0);
buff.addVertexWithUV(256, 90, 0, 422f/512f, 1);
buff.addVertexWithUV(256, 0, 0, 1, 1);
buff.draw();
buff.setTranslation(0, 0, 0);
//Draw slots
super.drawScreen(mX, mY, delta);
}
示例2: renderSMG
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderSMG(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/SMGModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
GL11.glRotatef(angle, rotX, rotY, rotZ);
smgModel.render(0.1F);
GL11.glPopMatrix(); // end
}
示例3: renderSMGForInventory
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderSMGForInventory(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/SMGModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
smgInv.render(0.094F);
GL11.glPopMatrix(); // end
}
示例4: renderSniper
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderSniper(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/SniperModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
GL11.glRotatef(angle, rotX, rotY, rotZ);
sniperModel.render(0.15F);
GL11.glPopMatrix(); // end
}
示例5: renderSniperForInventory
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderSniperForInventory(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/SniperModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
sniperInv.render(.06F);
GL11.glPopMatrix(); // end
}
示例6: renderPistol
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderPistol(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/PistolModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
GL11.glRotatef(angle, rotX, rotY, rotZ);
pistolModel.render(0.1F);
GL11.glPopMatrix(); // end
}
示例7: renderPistolForInventory
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderPistolForInventory(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/PistolModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
pistolInv.render(0.1F);
GL11.glPopMatrix(); // end
}
示例8: renderAssault
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderAssault(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/AssaultRifleModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
GL11.glRotatef(angle, rotX, rotY, rotZ);
assaultRifleModel.render(0.1F);
GL11.glPopMatrix(); // end
}
示例9: renderAssaultForInventory
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderAssaultForInventory(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/Guns/AssaultRifleModel.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
assaultRifleInv.render(0.07F);
GL11.glPopMatrix(); // end
}
示例10: renderGrenade
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
public static void renderGrenade(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/TextureGrenade.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
grenadeModel.render(.1F);
GL11.glPopMatrix(); // end
}
示例11: renderGrenadeInv
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
private void renderGrenadeInv(float x, float y, float z) {
Minecraft mc = Minecraft.getMinecraft();
RenderEngine render = mc.renderEngine;
render.bindTexture("/mods/BL2/textures/TextureGrenade.png");
GL11.glPushMatrix(); // start
GL11.glTranslatef(x, y, z); // size
grenadeInv.render(.29F);
GL11.glPopMatrix(); // end
}
示例12: renderItemAndEffectIntoGUI
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
/**
* Render the item's icon or block into the GUI, including the glint effect.
*/
public void renderItemAndEffectIntoGUI (SmallFontRenderer par1SmallFontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
{
if (par3ItemStack != null)
{
if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack, renderWithColor, zLevel, (float) par4, (float) par5))
{
this.renderItemIntoGUI(par1SmallFontRenderer, par2RenderEngine, par3ItemStack, par4, par5);
}
if (par3ItemStack.hasEffect())
{
GL11.glDepthFunc(GL11.GL_GREATER);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthMask(false);
par2RenderEngine.bindTexture("%blur%/misc/glint.png");
this.zLevel -= 50.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
this.renderGlint(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
this.zLevel += 50.0F;
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
}
}
示例13: SmallFontRenderer
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
public SmallFontRenderer(GameSettings par1GameSettings, String par2Str, RenderEngine par3RenderEngine, boolean par4)
{
this.fontTextureName = par2Str;
this.renderEngine = par3RenderEngine;
this.unicodeFlag = true;
this.readFontData();
par3RenderEngine.bindTexture(par2Str);
for (int i = 0; i < 32; ++i)
{
int j = (i >> 3 & 1) * 85;
int k = (i >> 2 & 1) * 170 + j;
int l = (i >> 1 & 1) * 170 + j;
int i1 = (i >> 0 & 1) * 170 + j;
if (i == 6)
{
k += 85;
}
if (par1GameSettings.anaglyph)
{
int j1 = (k * 30 + l * 59 + i1 * 11) / 100;
int k1 = (k * 30 + l * 70) / 100;
int l1 = (k * 30 + i1 * 70) / 100;
k = j1;
l = k1;
i1 = l1;
}
if (i >= 16)
{
k /= 4;
l /= 4;
i1 /= 4;
}
this.colorCode[i] = (k & 255) << 16 | (l & 255) << 8 | i1 & 255;
}
}
示例14: renderRotatingBlockIntoGUI
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
public static void renderRotatingBlockIntoGUI(FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack stack, int x, int y, float zLevel, float scale) {
RenderBlocks renderBlocks = new RenderBlocks();
Block block = Block.blocksList[stack.itemID];
renderEngine.bindTexture(Textures.VANILLA_BLOCK_TEXTURE_SHEET);
GL11.glPushMatrix();
GL11.glTranslatef(x - 2, y + 3, -3.0F + zLevel);
GL11.glScalef(10.0F, 10.0F, 10.0F);
GL11.glTranslatef(1.0F, 0.5F, 1.0F);
GL11.glScalef(1.0F * scale, 1.0F * scale, -1.0F);
GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(0F + 1 * rotationAngle, 0.0F, 1.0F, 0.0F);
rotationAngle = (rotationAngle + 1) % 360;
int var10 = Item.itemsList[stack.itemID].getColorFromItemStack(stack, 0);
float var16 = (var10 >> 16 & 255) / 255.0F;
float var12 = (var10 >> 8 & 255) / 255.0F;
float var13 = (var10 & 255) / 255.0F;
GL11.glColor4f(var16, var12, var13, 1.0F);
GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
renderBlocks.useInventoryTint = true;
renderBlocks.renderBlockAsItem(block, stack.getItemDamage(), 1.0F);
renderBlocks.useInventoryTint = true;
GL11.glPopMatrix();
}
示例15: renderItemIntoGUI
import net.minecraft.client.renderer.RenderEngine; //导入方法依赖的package包/类
public static void renderItemIntoGUI(FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack itemStack, int x, int y, float opacity, float scale) {
Icon icon = itemStack.getIconIndex();
GL11.glDisable(GL11.GL_LIGHTING);
renderEngine.bindTexture(Textures.VANILLA_ITEM_TEXTURE_SHEET);
int overlayColour = itemStack.getItem().getColorFromItemStack(itemStack, 0);
float red = (overlayColour >> 16 & 255) / 255.0F;
float green = (overlayColour >> 8 & 255) / 255.0F;
float blue = (overlayColour & 255) / 255.0F;
GL11.glColor4f(red, green, blue, opacity);
drawTexturedQuad(x, y, icon, 16 * scale, 16 * scale, -90);
GL11.glEnable(GL11.GL_LIGHTING);
}