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Java Icon.getInterpolatedV方法代码示例

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


在下文中一共展示了Icon.getInterpolatedV方法的11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: renderPistonRodUD

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Render piston rod up/down
 */
public void renderPistonRodUD(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par1, par7, par9, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par3, par5, par11, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:24,代码来源:RenderBlocks.java

示例2: renderPistonRodSN

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Render piston rod south/north
 */
public void renderPistonRodSN(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par1, par5, par11, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par3, par7, par9, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:24,代码来源:RenderBlocks.java

示例3: renderPistonRodEW

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Render piston rod east/west
 */
public void renderPistonRodEW(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par3, par5, par9, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par1, par7, par11, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:24,代码来源:RenderBlocks.java

示例4: renderPositiveXFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the positive x side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param height
 * The faces height.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderPositiveXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(1f, 0f, 0f);
	
	double x = xBaseCoord + xOffset * scale;

	// bottom right
	double zBr = zBaseCoord + zOffset * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double zTr = zBaseCoord + zOffset * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double zTl = zBaseCoord + (zOffset + depth) * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	// bottom left
	double zBl = zBaseCoord + (zOffset + depth) * scale;
	double yBl = yBaseCoord + yOffset * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom right
	tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(x, yTl, zTl, minU, minV);
	// bottom left
	tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例5: renderNegativeXFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the negative x side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param height
 * The faces height.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderNegativeXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(-1f, 0f, 0f);

	double x = xBaseCoord + xOffset * scale;
	
	// bottom left
	double zBl = zBaseCoord + zOffset * scale;
	double yBl = yBaseCoord + yOffset * scale;

	// bottom right
	double zBr = zBaseCoord + (zOffset + depth) * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double zTr = zBaseCoord + (zOffset + depth) * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double zTl = zBaseCoord + zOffset * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom left
	tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
	// bottom right
	tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(x, yTl, zTl, minU, minV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例6: renderPositiveYFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the positive y side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param width
 * The faces width.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderPositiveYFace(double xOffset, double yOffset, double zOffset, double width, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(0f, 1f, 0f);
	
	double y = yBaseCoord + yOffset * scale;

	// bottom right
	double xBr = xBaseCoord + xOffset * scale;
	double zBr = zBaseCoord + zOffset * scale;

	// top right
	double xTr = xBaseCoord + xOffset * scale;
	double zTr = zBaseCoord + (zOffset + depth) * scale;
	
	// top left
	double xTl = xBaseCoord + (xOffset + width) * scale;
	double zTl = zBaseCoord + (zOffset + depth) * scale;
	
	// bottom left
	double xBl = xBaseCoord + (xOffset + width) * scale;
	double zBl = zBaseCoord + zOffset * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom right
	tr.addVertexWithUV(xBr, y, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(xTr, y, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(xTl, y, zTl, minU, minV);
	// bottom left
	tr.addVertexWithUV(xBl, y, zBl, minU, maxV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例7: renderNegativeYFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the negative y side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param width
 * The faces width.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderNegativeYFace(double xOffset, double yOffset, double zOffset, double width, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(0f, -1f, 0f);
	
	double y = yBaseCoord + yOffset * scale;
	
	// top right
	double xTr = xBaseCoord + xOffset * scale;
	double zTr = zBaseCoord + zOffset * scale;

	// top left
	double xTl = xBaseCoord + (xOffset + width) * scale;
	double zTl = zBaseCoord + zOffset * scale;
	
	// bottom left
	double xBl = xBaseCoord + (xOffset + width) * scale;
	double zBl = zBaseCoord + (zOffset + depth) * scale;

	// bottom right
	double xBr = xBaseCoord + xOffset * scale;
	double zBr = zBaseCoord + (zOffset + depth) * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// top right
	tr.addVertexWithUV(xTr, y, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(xTl, y, zTl, minU, minV);
	// bottom left
	tr.addVertexWithUV(xBl, y, zBl, minU, maxV);
	// bottom right
	tr.addVertexWithUV(xBr, y, zBr, maxU, maxV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例8: renderPositiveZFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the positive z side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param width
 * The faces width.
 * @param height
 * The faces height.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderPositiveZFace(double xOffset, double yOffset, double zOffset, double width, double height, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(0f, 0f, 1f);
	
	double z = zBaseCoord + zOffset * scale;
	
	// bottom left
	double xBl = xBaseCoord + xOffset * scale;
	double yBl = yBaseCoord + yOffset * scale;

	// bottom right
	double xBr = xBaseCoord + (xOffset + width) * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double xTr = xBaseCoord + (xOffset + width) * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double xTl = xBaseCoord + xOffset * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom left
	tr.addVertexWithUV(xBl, yBl, z, minU, maxV);
	// bottom right
	tr.addVertexWithUV(xBr, yBr, z, maxU, maxV);
	// top right
	tr.addVertexWithUV(xTr, yTr, z, maxU, minV);
	// top left
	tr.addVertexWithUV(xTl, yTl, z, minU, minV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例9: renderNegativeZFace

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders the face on the negative z side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param width
 * The faces width.
 * @param height
 * The faces height.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderNegativeZFace(double xOffset, double yOffset, double zOffset, double width, double height, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(0f, 0f, -1f);
	
	double z = zBaseCoord + zOffset * scale;

	// bottom right
	double xBr = xBaseCoord + xOffset * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double xTr = xBaseCoord + xOffset * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double xTl = xBaseCoord + (xOffset + width) * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	// bottom left
	double xBl = xBaseCoord + (xOffset + width) * scale;
	double yBl = yBaseCoord + yOffset * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom right
	tr.addVertexWithUV(xBr, yBr, z, maxU, maxV);
	// top right
	tr.addVertexWithUV(xTr, yTr, z, maxU, minV);
	// top left
	tr.addVertexWithUV(xTl, yTl, z, minU, minV);
	// bottom left
	tr.addVertexWithUV(xBl, yBl, z, minU, maxV);
}
 
开发者ID:BraynStorm,项目名称:FlowCraft,代码行数:62,代码来源:TessellationManager.java

示例10: renderBlockStemSmall

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Render block stem small
 */
public void renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9)
{
    Tessellator tessellator = Tessellator.instance;
    Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par2);

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    double d4 = (double)icon.getMinU();
    double d5 = (double)icon.getMinV();
    double d6 = (double)icon.getMaxU();
    double d7 = (double)icon.getInterpolatedV(par3 * 16.0D);
    double d8 = par5 + 0.5D - 0.44999998807907104D;
    double d9 = par5 + 0.5D + 0.44999998807907104D;
    double d10 = par9 + 0.5D - 0.44999998807907104D;
    double d11 = par9 + 0.5D + 0.44999998807907104D;
    tessellator.addVertexWithUV(d8, par7 + par3, d10, d4, d5);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d4, d7);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d6, d7);
    tessellator.addVertexWithUV(d9, par7 + par3, d11, d6, d5);
    tessellator.addVertexWithUV(d9, par7 + par3, d11, d4, d5);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d4, d7);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d6, d7);
    tessellator.addVertexWithUV(d8, par7 + par3, d10, d6, d5);
    tessellator.addVertexWithUV(d8, par7 + par3, d11, d4, d5);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d4, d7);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d6, d7);
    tessellator.addVertexWithUV(d9, par7 + par3, d10, d6, d5);
    tessellator.addVertexWithUV(d9, par7 + par3, d10, d4, d5);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d4, d7);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d6, d7);
    tessellator.addVertexWithUV(d8, par7 + par3, d11, d6, d5);
}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:39,代码来源:RenderBlocks.java

示例11: renderTorchAtAngle

import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
 * Renders a torch at the given coordinates, with the base slanting at the given delta
 */
public void renderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10, int par12)
{
    Tessellator tessellator = Tessellator.instance;
    Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par12);

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    double d5 = (double)icon.getMinU();
    double d6 = (double)icon.getMinV();
    double d7 = (double)icon.getMaxU();
    double d8 = (double)icon.getMaxV();
    double d9 = (double)icon.getInterpolatedU(7.0D);
    double d10 = (double)icon.getInterpolatedV(6.0D);
    double d11 = (double)icon.getInterpolatedU(9.0D);
    double d12 = (double)icon.getInterpolatedV(8.0D);
    double d13 = (double)icon.getInterpolatedU(7.0D);
    double d14 = (double)icon.getInterpolatedV(13.0D);
    double d15 = (double)icon.getInterpolatedU(9.0D);
    double d16 = (double)icon.getInterpolatedV(15.0D);
    par2 += 0.5D;
    par6 += 0.5D;
    double d17 = par2 - 0.5D;
    double d18 = par2 + 0.5D;
    double d19 = par6 - 0.5D;
    double d20 = par6 + 0.5D;
    double d21 = 0.0625D;
    double d22 = 0.625D;
    tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d9, d10);
    tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d9, d12);
    tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d11, d12);
    tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d11, d10);
    tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 - d21 + par10, d15, d14);
    tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 + d21 + par10, d15, d16);
    tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 + d21 + par10, d13, d16);
    tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 - d21 + par10, d13, d14);
    tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d19, d5, d6);
    tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d19 + par10, d5, d8);
    tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d20 + par10, d7, d8);
    tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d20, d7, d6);
    tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d20, d5, d6);
    tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d20 + par10, d5, d8);
    tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d19 + par10, d7, d8);
    tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d19, d7, d6);
    tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 + d21, d5, d6);
    tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 + d21 + par10, d5, d8);
    tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 + d21 + par10, d7, d8);
    tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 + d21, d7, d6);
    tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 - d21, d5, d6);
    tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 - d21 + par10, d5, d8);
    tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 - d21 + par10, d7, d8);
    tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 - d21, d7, d6);
}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:59,代码来源:RenderBlocks.java


注:本文中的net.minecraft.util.Icon.getInterpolatedV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。