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Java GL11.glScaled方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glScaled方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glScaled方法的具体用法?Java GL11.glScaled怎么用?Java GL11.glScaled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org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glScaled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: drawArrow

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawArrow(float progress) {
    double arrowBaseWidth = 0.4D;
    double arrowBaseLength = 0.8D;
    double arrowLength = 1.5D;
    double arrowWidth = 0.7D;
    double scale = 0.1D;
    GL11.glPushMatrix();
    GL11.glScaled(scale, scale, scale);
    GL11.glTranslatef(0, progress * 4, 0);
    BufferBuilder wr = Tessellator.getInstance().getBuffer();
    wr.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
    wr.pos(-arrowBaseWidth, -arrowLength * 0.5D, 0).endVertex();
    wr.pos(-arrowBaseWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
    wr.pos(-arrowWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
    wr.pos(0, arrowLength * 0.5D, 0).endVertex();
    wr.pos(arrowWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
    wr.pos(arrowBaseWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
    wr.pos(arrowBaseWidth, -arrowLength * 0.5D, 0).endVertex();
    Tessellator.getInstance().draw();
    GL11.glPopMatrix();
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:22,代码来源:RenderBlockArrows.java

示例2: renderDynamic

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void renderDynamic(float scale, float partialTicks) {
    shape1.render(scale);
    shape2.render(scale);

    float pressure = 0f;
    float dangerPressure = 5f;
    float critPressure = 7f;
    if (gaugeModule != null && gaugeModule.getTube() instanceof TileEntityPneumaticBase) {
        TileEntityPneumaticBase base = (TileEntityPneumaticBase) gaugeModule.getTube();
        pressure = base.getPressure();
        critPressure = base.criticalPressure;
        dangerPressure = base.dangerPressure;
    }
    GL11.glTranslated(0, 1, 0.378);
    double widgetScale = 0.007D;
    GL11.glScaled(widgetScale, widgetScale, widgetScale);
    GL11.glRotated(180, 0, 1, 0);
    GL11.glDisable(GL11.GL_LIGHTING);
    GuiUtils.drawPressureGauge(FMLClientHandler.instance().getClient().fontRenderer, -1, critPressure, dangerPressure, -1, pressure, 0, 0, 0);
    GL11.glEnable(GL11.GL_LIGHTING);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:23,代码来源:ModelGauge.java

示例3: drawPlusAndMinus

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawPlusAndMinus() {
    double scale = 0.05D;
    GL11.glPushMatrix();
    GL11.glTranslated(0.26D, 13.95D / 16D, 0);
    GL11.glRotated(90, 1, 0, 0);
    GL11.glScaled(scale, scale, scale);
    GL11.glColor4d(0, 1, 0, 1);
    Tessellator tessellator = Tessellator.getInstance();
    BufferBuilder bufferBuilder = tessellator.getBuffer();
    bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
    bufferBuilder.pos(-1, 0, 0).endVertex();
    bufferBuilder.pos(1, 0, 0).endVertex();
    bufferBuilder.pos(0, -1, 0).endVertex();
    bufferBuilder.pos(0, 1, 0).endVertex();
    tessellator.draw();
    GL11.glTranslated(-0.52D / scale, 0, 0);
    GL11.glColor4d(1, 0, 0, 1);
    bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
    bufferBuilder.pos(-1, 0, 0).endVertex();
    bufferBuilder.pos(1, 0, 0).endVertex();
    tessellator.draw();
    GL11.glColor4d(1, 1, 1, 1);
    GL11.glPopMatrix();
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:25,代码来源:ModelVacuumPump.java

示例4: drawTileEntityTags

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawTileEntityTags(){
    /* TILE ENTITIES */
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    for(Map.Entry<BlockPos, String> e : BLOCKS_NANO.entrySet()){
        GL11.glPushMatrix();
        double offX = (e.getKey().getX() + 0.5D);
        double offY = (e.getKey().getY() + 0.5D);
        double offZ = (e.getKey().getZ() + 0.5D);

        GL11.glTranslated(offX, offY, offZ);
        GL11.glRotated(-RENDER_MANAGER.playerViewY, 0.0, 1.0, 0.0);
        GL11.glRotated(RENDER_MANAGER.playerViewX, 1.0, 0.0, 0.0);
        /* Flip it! */
        GL11.glScaled(-0.015, -0.015, 0.015);


        FONT_RENDERER.drawString(e.getValue(), -FONT_RENDERER.getStringWidth(e.getValue()) / 2, 0, 0xCCCCCC /* GRAY */);

        GL11.glPopMatrix();
    }
    GL11.glDisable(GL11.GL_TEXTURE_2D);
}
 
开发者ID:TerminatorNL,项目名称:LagGoggles,代码行数:23,代码来源:LagOverlayGui.java

示例5: renderExtraInfo

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderExtraInfo() {
    if (getExtraStringInfo() != null) {
        GL11.glPushMatrix();
        GL11.glScaled(0.5, 0.5, 0.5);
        FontRenderer fr = Minecraft.getMinecraft().fontRenderer;
        String[] splittedInfo = WordUtils.wrap(getExtraStringInfo(), 40).split(System.getProperty("line.separator"));
        for (int i = 0; i < splittedInfo.length; i++) {
            int stringLength = fr.getStringWidth(splittedInfo[i]);
            int startX = getWidth() / 2 - stringLength / 4;
            int startY = getHeight() / 2 - (fr.FONT_HEIGHT + 1) * (splittedInfo.length - 1) / 4 + (fr.FONT_HEIGHT + 1) * i / 2 - fr.FONT_HEIGHT / 4;
            Gui.drawRect(startX * 2 - 1, startY * 2 - 1, startX * 2 + stringLength + 1, startY * 2 + fr.FONT_HEIGHT + 1, 0xFFFFFFFF);
            fr.drawString(splittedInfo[i], startX * 2, startY * 2, 0xFF000000);
        }
        GL11.glPopMatrix();
        GL11.glColor4d(1, 1, 1, 1);
    }
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:19,代码来源:ProgWidget.java

示例6: drawStringWithShadow_scaled

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawStringWithShadow_scaled(String str, int x, int y, int color, double scale) {
    if (str == null) return;
    double scaleFactor = (scale / 0.5) * 2;
    GL11.glPushMatrix();
    GL11.glScaled(scale, scale, scale);
    boolean blend = GL11.glIsEnabled(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_BLEND);

    if (scale < 1)
        fontRenderer().func_78261_a(str, (int) (x * scaleFactor), (int) (y * scaleFactor), color);
    else
        fontRenderer().func_78261_a(str, (int) (((x / scaleFactor) * 2)), (int) (((y / scaleFactor) * 2)), color);

    if (blend) GL11.glEnable(GL11.GL_BLEND);
    GL11.glPopMatrix();
}
 
开发者ID:Ygore,项目名称:bit-client,代码行数:17,代码来源:Wrapper.java

示例7: drawGuiContainerForegroundLayer

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void drawGuiContainerForegroundLayer(int x, int y) {
    fontRenderer.drawString(I18n.format("gui.tab.upgrades"), 91, 83, 4210752);
    String containerName = I18n.format(te.getName() + ".name");
    GL11.glPushMatrix();
    GL11.glScaled(0.95, 0.97, 1);
    fontRenderer.drawString(containerName, xSize / 2 - fontRenderer.getStringWidth(containerName) / 2 + 1, 5, 4210752);
    GL11.glPopMatrix();
    super.drawGuiContainerForegroundLayer(x, y);

}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:12,代码来源:GuiThermopneumaticProcessingPlant.java

示例8: applyHandDepth

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void applyHandDepth()
{
    if ((double)configHandDepthMul != 1.0D)
    {
        GL11.glScaled(1.0D, 1.0D, (double)configHandDepthMul);
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:8,代码来源:Shaders.java

示例9: drawMessage

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawMessage() {
    drawCenteredString(mc.fontRendererObj, "Message will display as", this.width / 2, this.height / 2 - 78, Color.WHITE.getRGB());

    if (!ChatColor.formatUnformat('&', text.getText()).isEmpty()) {
        GlStateManager.pushMatrix();
        GL11.glScaled(message.getScale(), message.getScale(), 1.0);
        drawCenteredString(mc.fontRendererObj, ChatColor.translateAlternateColorCodes(MessageParser.parseAll(this.text.getText())), (int) ((this.width / 2) / message.getScale()), (int) ((this.height / 2 - 68) / message.getScale()), message.isChroma() ? Message.getColor() :  Color.WHITE.getRGB(), message.useShadow());
        GlStateManager.popMatrix();
    }
}
 
开发者ID:boomboompower,项目名称:TextDisplayer,代码行数:11,代码来源:SettingsGui.java

示例10: renderTileEntityAt

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderTileEntityAt(TileEntityPictureFrameMultiple frame, double x, double y, double z,
		float partialTicks, int destroyStage) {
	if (frame.shouldrender) {
		// 1:normal 2:failtoload 3:loding
		int rendertype = 0;
		if (frame.istextureLoaded()) {
			if (frame.textureID != -1) {
				rendertype = 1;
			}
		} else {
			if (frame.hasImageName()) {
				if (frame.canLoadImage()) {
					frame.loadImage();
				}
				if (frame.isFailed()) {
					rendertype = 2;
				} else {
					rendertype = 3;
				}
			}
		}
		//render
		if (rendertype > 0) {
			boolean flippedX = false;
			boolean flippedY = false;
			GlStateManager.enableBlend();
			OpenGlHelper.glBlendFunc(770, 771, 1, 0);
			GlStateManager.disableLighting();
			GlStateManager.color(1, 1, 1, 1);

			switch (rendertype) {
			case 1:
				GlStateManager.bindTexture(frame.textureID);
				break;
			case 2:
				Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.FailToLoadImage);
				break;
			case 3:
				Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.LODINGIMAGE);
				break;
			default:
				return;
			}

			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

			GlStateManager.pushMatrix();
			GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);

			EnumFacing direction = EnumFacing.getFront(frame.getBlockMetadata() & 3);
			EnumStateType stateType = EnumStateType.HANDGING;
			applyDirection(direction);
			GlStateManager.enableRescaleNormal();
			GL11.glTranslated(0, (frame.height - 1) * 0.5, (frame.width - 1) * -0.5);
			GL11.glScaled(1, frame.height - 0.4, frame.width - 0.4);
			GL11.glTranslated(-0.93, 0, 0);

			GL11.glBegin(GL11.GL_POLYGON);
			GL11.glNormal3f(1.0f, 0.0F, 0.0f);

			GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 0 : 1, 0);
			GL11.glVertex3f(0.5F, -0.5f, -0.5f);
			GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 1 : 0, 0);
			GL11.glVertex3f(0.5f, 0.5f, -0.5f);
			GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 1 : 0, 0);
			GL11.glVertex3f(0.5f, 0.5f, 0.5f);
			GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 0 : 1, 0);
			GL11.glVertex3f(0.5f, -0.5f, 0.5f);
			GL11.glEnd();
			GlStateManager.popMatrix();

			GlStateManager.disableRescaleNormal();
			GlStateManager.disableBlend();
			GlStateManager.enableLighting();
		}
	}
}
 
开发者ID:PorPit,项目名称:MineCamera,代码行数:80,代码来源:PictureFrameMultipleTileRenderer.java

示例11: scale

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void scale(double x, double y, double z)
{
    GL11.glScaled(x, y, z);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:5,代码来源:GlStateManager.java

示例12: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks, double x1, double y1, double z1, double x2, double y2, double z2) {
    Minecraft mc = FMLClientHandler.instance().getClient();
    TextureManager textureManager = mc.renderEngine;

    double laserLength = PneumaticCraftUtils.distBetween(x1, y1, z1, x2, y2, z2);
    double laserSize = 0.4;

    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glTranslated(x1, y1, z1);

    double dx = x2 - x1;
    double dy = y2 - y1;
    double dz = z2 - z1;
    float f3 = MathHelper.sqrt(dx * dx + dz * dz);
    double rotYaw = Math.atan2(dx, dz) * 180.0D / Math.PI;
    double rotPitch = 90 - (float) (Math.atan2(dy, f3) * 180.0D / Math.PI);

    GL11.glRotated(rotYaw, 0, 1, 0);
    GL11.glRotated(rotPitch, 1, 0, 0);

    GL11.glScaled(laserSize, laserSize, laserSize);
    GL11.glTranslated(0, 0.6, 0);
    GL11.glRotated((ticksExisted + partialTicks) * 200, 0, 1, 0);

    GL11.glPushMatrix();
    GL11.glScaled(1, laserLength / laserSize, 1);

    /*   GL11.glTranslated(0, -0.01, 0);
       textureManager.bindTexture(Textures.RENDER_LASER_ANIMATION);
       renderAnimation(partialTicks, laserLength / laserSize);
       GL11.glTranslated(0, 0.01, 0);*/

    textureManager.bindTexture(Textures.RENDER_LASER);
    renderQuad(glowColor);
    textureManager.bindTexture(Textures.RENDER_LASER_OVERLAY);
    renderQuad(coreColor);
    GL11.glPopMatrix();

    GL11.glRotated(180, 1, 0, 0);
    textureManager.bindTexture(Textures.RENDER_LASER_START);
    renderQuad(glowColor);
    textureManager.bindTexture(Textures.RENDER_LASER_START_OVERLAY);
    renderQuad(coreColor);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_LIGHTING);

    GL11.glColor4d(1, 1, 1, 1);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:55,代码来源:RenderLaser.java

示例13: renderTileEntityAt

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderTileEntityAt(BlockInfusedBlockOre block, TileInfusedOre tile, double x, double y, double z,
		float partialTicks) {
	GL11.glPushMatrix();
	GL11.glTranslated(x - 0.001D, y - 0.001D, z - 0.001D);
	double scale = 1.002F;
	GL11.glScaled(scale, scale, scale);
	Tessellator tessellator = Tessellator.instance;
	int brightness = setBrightness(tessellator, tile.getWorldObj(), tile.xCoord, tile.yCoord, tile.zCoord, block);
	int metadata = tile.getWorldObj().getBlockMetadata(tile.xCoord, tile.yCoord, tile.zCoord);
	if (metadata < 6) {
		EntityLivingBase viewer = Minecraft.getMinecraft().renderViewEntity;
		double viewDistance = 0D;
		double currentDistance = viewer.getDistance(tile.xCoord + 0.5D, tile.yCoord + 0.5D, tile.zCoord + 0.5D);
		boolean hasVisualAcuity = false;
		boolean hasWarpVisualAcuity = false;
		boolean canView = false;
		if (viewer instanceof EntityPlayer) {
			hasVisualAcuity = ThaumUtils.isComplete((EntityPlayer) viewer, TOThaum.riVisualAcuity);
			hasWarpVisualAcuity = ThaumUtils.isComplete((EntityPlayer) viewer, TOThaum.riWarpVisualAcuity);
			if ((((EntityPlayer) viewer).inventory.armorItemInSlot(3) != null)
					&& (((EntityPlayer) viewer).inventory.armorItemInSlot(3).getItem() instanceof IRevealer)
					&& (((IRevealer) ((EntityPlayer) viewer).inventory.armorItemInSlot(3).getItem())
							.showNodes(((EntityPlayer) viewer).inventory.armorItemInSlot(3), viewer))) {
				canView = true;
				viewDistance = hasVisualAcuity ? 32.0D : 16.0D;
			} else if ((((EntityPlayer) viewer).inventory.getCurrentItem() != null)
					&& (((EntityPlayer) viewer).inventory.getCurrentItem().getItem() instanceof ItemThaumometer)
					&& (UtilsFX.isVisibleTo(0.44F, viewer, tile.xCoord, tile.yCoord, tile.zCoord))) {
				canView = true;
				viewDistance = hasVisualAcuity ? 16.0D : 8.0D;
			}
			if (hasWarpVisualAcuity) {
				int warp = ThaumUtils.getWarp((EntityPlayer) viewer);
				canView = true;
				double warpViewDistance = warp * TOConfig.generalWarpVisualAcuityModifier;
				if (warpViewDistance > viewDistance)
					viewDistance = warpViewDistance;
			}
		}
		if (canView && currentDistance <= viewDistance) {
			if (TOConfig.generalGraphicsRenderInfusedOreParticlesGlasses && viewer.worldObj.rand
					.nextInt(TOConfig.generalGraphicsRenderInfusedOreParticlesGlassesChance) == 0)
				UtilsFX.infusedStoneSparkle(viewer.worldObj, tile.xCoord, tile.yCoord, tile.zCoord, metadata + 1);
			draw(tessellator, block.icon[6], brightness, metadata);
		} else if (TOConfig.generalGraphicsRenderInfusedOreParticles
				&& viewer.worldObj.rand.nextInt(TOConfig.generalGraphicsRenderInfusedOreParticlesChance) == 0)
			UtilsFX.infusedStoneSparkle(viewer.worldObj, tile.xCoord, tile.yCoord, tile.zCoord, metadata + 1);
	}
	GL11.glPopMatrix();
}
 
开发者ID:MJaroslav,项目名称:ThaumOres,代码行数:51,代码来源:TileInfusedBlockOreRenderer.java

示例14: onRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
	// check hitResult
	if(mc.objectMouseOver == null)
		return;
	
	// check position
	BlockPos pos = mc.objectMouseOver.getBlockPos();
	if(pos == null)
		return;
	
	// check if hitting block
	if(!mc.playerController.getIsHittingBlock())
		return;
	
	// GL settings
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	GL11.glLineWidth(2);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	
	GL11.glPushMatrix();
	GL11.glTranslated(-mc.getRenderManager().renderPosX,
		-mc.getRenderManager().renderPosY,
		-mc.getRenderManager().renderPosZ);
	
	// set position
	GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ());
	
	// get progress
	float progress = mc.playerController.curBlockDamageMP;
	
	// set size
	GL11.glTranslated(0.5, 0.5, 0.5);
	GL11.glScaled(progress, progress, progress);
	GL11.glTranslated(-0.5, -0.5, -0.5);
	
	// get color
	float red = progress * 2F;
	float green = 2 - red;
	
	// draw box
	GL11.glColor4f(red, green, 0, 0.25F);
	RenderUtils.drawSolidBox();
	GL11.glColor4f(red, green, 0, 0.5F);
	RenderUtils.drawOutlinedBox();
	
	GL11.glPopMatrix();
	
	// GL resets
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
开发者ID:Wurst-Imperium,项目名称:Wurst-MC-1.12,代码行数:60,代码来源:OverlayMod.java

示例15: onRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
	if(target == null)
		return;
	
	// GL settings
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	GL11.glLineWidth(2);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	
	GL11.glPushMatrix();
	GL11.glTranslated(-mc.getRenderManager().renderPosX,
		-mc.getRenderManager().renderPosY,
		-mc.getRenderManager().renderPosZ);
	
	// set position
	GL11.glTranslated(target.posX, target.posY, target.posZ);
	
	// set size
	double boxWidth = target.width + 0.1;
	double boxHeight = target.height + 0.1;
	GL11.glScaled(boxWidth, boxHeight, boxWidth);
	
	// move to center
	GL11.glTranslated(0, 0.5, 0);
	
	double v = 1 / velocity;
	GL11.glScaled(v, v, v);
	
	// draw outline
	GL11.glColor4d(1, 0, 0, 0.5F * velocity);
	RenderUtils.drawOutlinedBox(TARGET_BOX);
	
	// draw box
	GL11.glColor4d(1, 0, 0, 0.25F * velocity);
	RenderUtils.drawSolidBox(TARGET_BOX);
	
	GL11.glPopMatrix();
	
	// GL resets
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
开发者ID:Wurst-Imperium,项目名称:Wurst-MC-1.12,代码行数:50,代码来源:BowAimbotMod.java


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