本文整理汇总了Java中org.lwjgl.opengl.GL11.glEndList方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glEndList方法的具体用法?Java GL11.glEndList怎么用?Java GL11.glEndList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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glEndList方法的13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: onEnable
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onEnable()
{
wurst.events.add(UpdateListener.class, this);
wurst.events.add(RenderListener.class, this);
itemBox = GL11.glGenLists(1);
GL11.glNewList(itemBox, GL11.GL_COMPILE);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glColor4f(1, 1, 0, 0.5F);
RenderUtils.drawOutlinedBox(
new AxisAlignedBB(-0.175, 0, -0.175, 0.175, 0.35, 0.175));
GL11.glEndList();
}
示例2: init
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void init(FMLInitializationEvent e) {
super.init(e);
{
Sphere sphere = new Sphere();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.setOrientation(GLU.GLU_OUTSIDE);
defierSphereIdOutside = GL11.glGenLists(1);
GL11.glNewList(defierSphereIdOutside, GL11.GL_COMPILE);
sphere.draw(0.5F, 30, 30);
GL11.glEndList();
sphere.setOrientation(GLU.GLU_INSIDE);
defierSphereIdInside = GL11.glGenLists(1);
GL11.glNewList(defierSphereIdInside, GL11.GL_COMPILE);
sphere.draw(0.5F, 30, 30);
GL11.glEndList();
}
ClientRegistry.bindTileEntitySpecialRenderer(DefierTileEntity.class, new DefierTESR());
ClientRegistry.bindTileEntitySpecialRenderer(EnergyProviderTileEntity.class, new EnergyProviderTESR());
}
示例3: generateSky
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void generateSky()
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
if (this.skyVBO != null)
{
this.skyVBO.deleteGlBuffers();
}
if (this.glSkyList >= 0)
{
GLAllocation.deleteDisplayLists(this.glSkyList);
this.glSkyList = -1;
}
if (this.vboEnabled)
{
this.skyVBO = new VertexBuffer(this.vertexBufferFormat);
this.renderSky(worldrenderer, 16.0F, false);
worldrenderer.finishDrawing();
worldrenderer.reset();
this.skyVBO.func_181722_a(worldrenderer.getByteBuffer());
}
else
{
this.glSkyList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
this.renderSky(worldrenderer, 16.0F, false);
tessellator.draw();
GL11.glEndList();
}
}
示例4: compileDisplayList
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
this.displayList = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.displayList, GL11.GL_COMPILE);
BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer();
for (int i = 0; i < this.quadList.length; i++)
{
this.quadList[i].draw(bufferbuilder, scale);
}
GL11.glEndList();
this.compiled = true;
}
示例5: setPosition
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void setPosition(int i, int j, int k)
{
if(i == posX && j == posY && k == posZ)
{
return;
} else
{
setDontDraw();
posX = i;
posY = j;
posZ = k;
posXPlus = i + sizeWidth / 2;
posYPlus = j + sizeHeight / 2;
posZPlus = k + sizeDepth / 2;
posXClip = i & 0x3ff;
posYClip = j;
posZClip = k & 0x3ff;
posXMinus = i - posXClip;
posYMinus = j - posYClip;
posZMinus = k - posZClip;
float f = 6F;
rendererBoundingBox = AxisAlignedBB.getBoundingBox((float)i - f, (float)j - f, (float)k - f, (float)(i + sizeWidth) + f, (float)(j + sizeHeight) + f, (float)(k + sizeDepth) + f);
GL11.glNewList(glRenderList + renderPasses, 4864 /*GL_COMPILE*/);
RenderItem.renderAABB(AxisAlignedBB.getBoundingBoxFromPool((float)posXClip - f, (float)posYClip - f, (float)posZClip - f, (float)(posXClip + sizeWidth) + f, (float)(posYClip + sizeHeight) + f, (float)(posZClip + sizeDepth) + f));
GL11.glEndList();
markDirty();
return;
}
}
示例6: generateSky2
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void generateSky2()
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
if (this.sky2VBO != null)
{
this.sky2VBO.deleteGlBuffers();
}
if (this.glSkyList2 >= 0)
{
GLAllocation.deleteDisplayLists(this.glSkyList2);
this.glSkyList2 = -1;
}
if (this.vboEnabled)
{
this.sky2VBO = new VertexBuffer(this.vertexBufferFormat);
this.renderSky(worldrenderer, -16.0F, true);
worldrenderer.finishDrawing();
worldrenderer.reset();
this.sky2VBO.func_181722_a(worldrenderer.getByteBuffer());
}
else
{
this.glSkyList2 = GLAllocation.generateDisplayLists(1);
GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE);
this.renderSky(worldrenderer, -16.0F, true);
tessellator.draw();
GL11.glEndList();
}
}
示例7: generateStars
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void generateStars()
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
if (this.starVBO != null)
{
this.starVBO.deleteGlBuffers();
}
if (this.starGLCallList >= 0)
{
GLAllocation.deleteDisplayLists(this.starGLCallList);
this.starGLCallList = -1;
}
if (this.vboEnabled)
{
this.starVBO = new VertexBuffer(this.vertexBufferFormat);
this.renderStars(worldrenderer);
worldrenderer.finishDrawing();
worldrenderer.reset();
this.starVBO.func_181722_a(worldrenderer.getByteBuffer());
}
else
{
this.starGLCallList = GLAllocation.generateDisplayLists(1);
GlStateManager.pushMatrix();
GL11.glNewList(this.starGLCallList, GL11.GL_COMPILE);
this.renderStars(worldrenderer);
tessellator.draw();
GL11.glEndList();
GlStateManager.popMatrix();
}
}
示例8: endUpdateGlList
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void endUpdateGlList()
{
GL11.glEndList();
this.updateRenderFancy = this.renderFancy;
this.updateCloudTickCounter = this.cloudTickCounter;
this.updateCloudColor = this.cloudColor;
this.updatePlayerX = this.mc.getRenderViewEntity().prevPosX;
this.updatePlayerY = this.mc.getRenderViewEntity().prevPosY;
this.updatePlayerZ = this.mc.getRenderViewEntity().prevPosZ;
this.updated = true;
GlStateManager.resetColor();
}
示例9: uploadDisplayList
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void uploadDisplayList(WorldRenderer p_178510_1_, int p_178510_2_, RenderChunk chunkRenderer)
{
GL11.glNewList(p_178510_2_, GL11.GL_COMPILE);
GlStateManager.pushMatrix();
chunkRenderer.multModelviewMatrix();
this.worldVertexUploader.func_181679_a(p_178510_1_);
GlStateManager.popMatrix();
GL11.glEndList();
}
示例10: glEndList
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.SGL#glEndList()
*/
public void glEndList() {
GL11.glEndList();
}
示例11: RenderGlobal
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public RenderGlobal(Minecraft minecraft, RenderEngine renderengine)
{
tileEntities = new ArrayList();
worldRenderersToUpdate = new ArrayList();
occlusionEnabled = false;
cloudOffsetX = 0;
renderDistance = -1;
renderEntitiesStartupCounter = 2;
dummyBuf50k = new int[50000];
occlusionResult = GLAllocation.createDirectIntBuffer(64);
glRenderLists = new ArrayList();
dummyInt0 = 0;
glDummyList = GLAllocation.generateDisplayLists(1);
prevSortX = -9999D;
prevSortY = -9999D;
prevSortZ = -9999D;
frustrumCheckOffset = 0;
mc = minecraft;
renderEngine = renderengine;
byte byte0 = 64;
glRenderListBase = GLAllocation.generateDisplayLists(byte0 * byte0 * byte0 * 3);
occlusionEnabled = minecraft.getOpenGlCapsChecker().checkARBOcclusion();
if(occlusionEnabled)
{
occlusionResult.clear();
glOcclusionQueryBase = GLAllocation.createDirectIntBuffer(byte0 * byte0 * byte0);
glOcclusionQueryBase.clear();
glOcclusionQueryBase.position(0);
glOcclusionQueryBase.limit(byte0 * byte0 * byte0);
ARBOcclusionQuery.glGenQueriesARB(glOcclusionQueryBase);
}
starGLCallList = GLAllocation.generateDisplayLists(3);
GL11.glPushMatrix();
GL11.glNewList(starGLCallList, 4864 /*GL_COMPILE*/);
renderStars();
GL11.glEndList();
GL11.glPopMatrix();
Tessellator tessellator = Tessellator.instance;
glSkyList = starGLCallList + 1;
GL11.glNewList(glSkyList, 4864 /*GL_COMPILE*/);
byte byte1 = 64;
int i = 256 / byte1 + 2;
float f = 16F;
for(int j = -byte1 * i; j <= byte1 * i; j += byte1)
{
for(int l = -byte1 * i; l <= byte1 * i; l += byte1)
{
tessellator.startDrawingQuads();
tessellator.addVertex(j + 0, f, l + 0);
tessellator.addVertex(j + byte1, f, l + 0);
tessellator.addVertex(j + byte1, f, l + byte1);
tessellator.addVertex(j + 0, f, l + byte1);
tessellator.draw();
}
}
GL11.glEndList();
glSkyList2 = starGLCallList + 2;
GL11.glNewList(glSkyList2, 4864 /*GL_COMPILE*/);
f = -16F;
tessellator.startDrawingQuads();
for(int k = -byte1 * i; k <= byte1 * i; k += byte1)
{
for(int i1 = -byte1 * i; i1 <= byte1 * i; i1 += byte1)
{
tessellator.addVertex(k + byte1, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + byte1);
tessellator.addVertex(k + byte1, f, i1 + byte1);
}
}
tessellator.draw();
GL11.glEndList();
}
示例12: glEndList
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glEndList()
{
GL11.glEndList();
}
示例13: SkyProviderTrappistOneC
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public SkyProviderTrappistOneC()
{
int displayLists = GLAllocation.generateDisplayLists(3);
this.starList = displayLists;
this.glSkyList = displayLists + 1;
this.glSkyList2 = displayLists + 2;
// Bind stars to display list
GL11.glPushMatrix();
GL11.glNewList(this.starList, GL11.GL_COMPILE);
this.renderStars();
GL11.glEndList();
GL11.glPopMatrix();
final Tessellator tessellator = Tessellator.instance;
GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
final byte byte2 = 64;
final int i = 256 / byte2 + 2;
float f = 16F;
for (int j = -byte2 * i; j <= byte2 * i; j += byte2)
{
for (int l = -byte2 * i; l <= byte2 * i; l += byte2)
{
tessellator.startDrawingQuads();
tessellator.addVertex(j + 0, f, l + 0);
tessellator.addVertex(j + byte2, f, l + 0);
tessellator.addVertex(j + byte2, f, l + byte2);
tessellator.addVertex(j + 0, f, l + byte2);
tessellator.draw();
}
}
GL11.glEndList();
GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE);
f = -16F;
tessellator.startDrawingQuads();
for (int k = -byte2 * i; k <= byte2 * i; k += byte2)
{
for (int i1 = -byte2 * i; i1 <= byte2 * i; i1 += byte2)
{
tessellator.addVertex(k + byte2, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + byte2);
tessellator.addVertex(k + byte2, f, i1 + byte2);
}
}
tessellator.draw();
GL11.glEndList();
}