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Java GL11.glTranslatef方法代码示例

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

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void doRender(EntityProjectileBase entity, double x, double y, double z, float yaw, float partialTick) {
	GL11.glPushMatrix();
	GL11.glTranslatef((float) x, (float) y + entity.height / 2, (float) z);
	GL11.glColor4f(0.7F, 0.7F, 0.7F, 1F);
	GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick - 90.0F,
			0.0F, 1.0F, 0.0F);
	GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F,
			0.0F, 1.0F);

	bindEntityTexture(entity);
	if (entity.getCritical() == 2) {
		GlStateManager.disableLighting();
		model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
		GlStateManager.enableLighting();
	} else
		model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
	GL11.glPopMatrix();
}
 
开发者ID:rafradek,项目名称:Mods,代码行数:20,代码来源:RenderProjectile.java

示例2: enableLighting

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void enableLighting() {
    GL11.glDisable((int)3042);
    GL11.glEnable((int)3553);
    GL11.glDisable((int)2848);
    GL11.glDisable((int)3042);
    OpenGlHelper.setActiveTexture((int)OpenGlHelper.lightmapTexUnit);
    GL11.glMatrixMode((int)5890);
    GL11.glLoadIdentity();
    float var3 = 0.0039063f;
    GL11.glScalef((float)var3, (float)var3, (float)var3);
    GL11.glTranslatef((float)8.0f, (float)8.0f, (float)8.0f);
    GL11.glMatrixMode((int)5888);
    GL11.glTexParameteri((int)3553, (int)10241, (int)9729);
    GL11.glTexParameteri((int)3553, (int)10240, (int)9729);
    GL11.glTexParameteri((int)3553, (int)10242, (int)10496);
    GL11.glTexParameteri((int)3553, (int)10243, (int)10496);
    GL11.glColor4f((float)1.0f, (float)1.0f, (float)1.0f, (float)1.0f);
    OpenGlHelper.setActiveTexture((int)OpenGlHelper.defaultTexUnit);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:20,代码来源:RenderUtils.java

示例3: renderInventoryBlock

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderInventoryBlock(RenderBlocks renderblocks, Block block, IIcon icon) {
	
	Tessellator tessellator = Tessellator.instance;
	GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
	tessellator.startDrawingQuads();
	tessellator.setNormal(0.0F, -1F, 0.0F);
	renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	tessellator.startDrawingQuads();
	tessellator.setNormal(0.0F, 1.0F, 0.0F);
	renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	tessellator.startDrawingQuads();
	tessellator.setNormal(0.0F, 0.0F, -1F);
	renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	tessellator.startDrawingQuads();
	tessellator.setNormal(0.0F, 0.0F, 1.0F);
	renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	tessellator.startDrawingQuads();
	tessellator.setNormal(-1F, 0.0F, 0.0F);
	renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	tessellator.startDrawingQuads();
	tessellator.setNormal(1.0F, 0.0F, 0.0F);
	renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
	tessellator.draw();
	GL11.glTranslatef(0.5F, 0.5F, 0.5F);
	
}
 
开发者ID:grand-mine-inc,项目名称:Steam-and-Steel,代码行数:32,代码来源:Utils.java

示例4: enterOrtho

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#enterOrtho(int, int)
 */
public void enterOrtho(int xsize, int ysize) {
	GL11.glMatrixMode(GL11.GL_PROJECTION);
	GL11.glLoadIdentity();
	GL11.glOrtho(0, width, height, 0, 1, -1);
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
	
	GL11.glTranslatef((width-xsize)/2,
					  (height-ysize)/2,0);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:13,代码来源:ImmediateModeOGLRenderer.java

示例5: renderVortex

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderVortex(EntityVortex entity, double x, double y, double z, float var1, float partialTicks) {
    int circlePoints = 200;
    double radius = 0.5D;
    GL11.glPushMatrix();
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glColor4d(0.8, 0.8, 0.8D, 0.7D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glTranslatef((float) x, (float) y, (float) z);
    GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);

    GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks, 0.0F, 1.0F, 0.0F);

    for (int i = 0; i < circlePoints; i++) {
        float angleRadians = (float) i / (float) circlePoints * 2F * (float) Math.PI;
        GL11.glPushMatrix();
        GL11.glTranslated(radius * Math.sin(angleRadians), radius * Math.cos(angleRadians), 0);
        renderGust();
        GL11.glPopMatrix();
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();

}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:29,代码来源:RenderEntityVortex.java

示例6: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float time, float distance, float loop, float lookY, float lookX, float scale) {
	super.render(entity, time, distance, loop, lookY, lookX, scale);

	setRotationAngles(time, distance, loop, lookY, lookX, scale, entity);

	GL11.glPushMatrix();
	GL11.glRotatef(initRotFix, 1.0F, 0.0F, 0.0F);
	GL11.glTranslatef(0.0F, offsetFixY, 0.0F);
	GL11.glScalef(modelScaleX, modelScaleY, modelScaleZ);
	
	for (Part p : this.parts) {
		if (p instanceof PartObj) {
			PartObj part = (PartObj) p;
			if (!part.hasParent())
				part.render(entity);
		}
		// TODO entity movement via PartEntityPos
		// else if(p instanceof PartEntityPos)
		// ((PartEntityPos) p).move(entity);
	}

	for (Bend bend : bends) {
		bend.render(entity);
	}

	GL11.glPopMatrix();
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:29,代码来源:ModelObj.java

示例7: renderWithRotation

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderWithRotation(float scale)
{
	if (!this.isHidden)
	{
		if (this.showModel)
		{
			if (!this.compiled)
			{
				this.compileDisplayList(scale);
			}

			GL11.glPushMatrix();
			GL11.glTranslatef(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);

			if (this.rotateAngleY != 0.0F)
			{
				GL11.glRotatef(this.rotateAngleY * 57.29578F, 0.0F, 1.0F, 0.0F);
			}

			if (this.rotateAngleX != 0.0F)
			{
				GL11.glRotatef(this.rotateAngleX * 57.29578F, 1.0F, 0.0F, 0.0F);
			}

			if (this.rotateAngleZ != 0.0F)
			{
				GL11.glRotatef(this.rotateAngleZ * 57.29578F, 0.0F, 0.0F, 1.0F);
			}

			GL11.glCallList(this.displayList);
			GL11.glPopMatrix();
		}
	}
}
 
开发者ID:crazysnailboy,项目名称:Halloween,代码行数:36,代码来源:ModelRendererPyramid.java

示例8: renderWithRotation

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderWithRotation(float f)
{
    if(field_1402_i)
    {
        return;
    }
    if(!showModel)
    {
        return;
    }
    if(!compiled)
    {
        compileDisplayList(f);
    }
    GL11.glPushMatrix();
    GL11.glTranslatef(rotationPointX * f, rotationPointY * f, rotationPointZ * f);
    if(rotateAngleY != 0.0F)
    {
        GL11.glRotatef(rotateAngleY * 57.29578F, 0.0F, 1.0F, 0.0F);
    }
    if(rotateAngleX != 0.0F)
    {
        GL11.glRotatef(rotateAngleX * 57.29578F, 1.0F, 0.0F, 0.0F);
    }
    if(rotateAngleZ != 0.0F)
    {
        GL11.glRotatef(rotateAngleZ * 57.29578F, 0.0F, 0.0F, 1.0F);
    }
    GL11.glCallList(displayList);
    GL11.glPopMatrix();
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:32,代码来源:ModelRenderer.java

示例9: postRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void postRender(float f)
{
    if(field_1402_i)
    {
        return;
    }
    if(!showModel)
    {
        return;
    }
    if(!compiled)
    {
        compileDisplayList(f);
    }
    if(rotateAngleX != 0.0F || rotateAngleY != 0.0F || rotateAngleZ != 0.0F)
    {
        GL11.glTranslatef(rotationPointX * f, rotationPointY * f, rotationPointZ * f);
        if(rotateAngleZ != 0.0F)
        {
            GL11.glRotatef(rotateAngleZ * 57.29578F, 0.0F, 0.0F, 1.0F);
        }
        if(rotateAngleY != 0.0F)
        {
            GL11.glRotatef(rotateAngleY * 57.29578F, 0.0F, 1.0F, 0.0F);
        }
        if(rotateAngleX != 0.0F)
        {
            GL11.glRotatef(rotateAngleX * 57.29578F, 1.0F, 0.0F, 0.0F);
        }
    } else
    if(rotationPointX != 0.0F || rotationPointY != 0.0F || rotationPointZ != 0.0F)
    {
        GL11.glTranslatef(rotationPointX * f, rotationPointY * f, rotationPointZ * f);
    }
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:36,代码来源:ModelRenderer.java

示例10: renderTileEntityAt

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderTileEntityAt(TileEntityTrack tileTrack, double x, double y, double z, float partialTicks, int destroyStage) {

	super.renderTileEntityAt(tileTrack, x, y, z, partialTicks, destroyStage);

	/*
	 * If there's nothing to render, don't render.
	 */
	if (tileTrack.curve == null) {
		return;
	}

	/*
	 * Sometimes the TE's don't break evenly. Make sure this doesn't happen and we try to render a flag here.
	 */
	TileEntity tile = tileTrack.getWorld().getTileEntity(tileTrack.getPos().add(tileTrack.curve.endPos));
	if( !(tile instanceof TileEntityTrack) ) {
		return;
	}
	TileEntityTrack otherEnd = (TileEntityTrack) tile;

	/* Quick check to see if connection is still valid. */
	if (tileTrack.connectedTrack != null && tileTrack.connectedTrack.isInvalid()) {

		// Reset the other track as well, if existent.
		if (tileTrack.connectedTrack.connectedTrack == tileTrack) {
			tileTrack.connectedTrack.connectedTrack = null;
			tileTrack.connectedTrack.hasTriedToConnectToOtherSegment = false;
		}

		// Then reset this track.
		tileTrack.connectedTrack = null;
		tileTrack.hasTriedToConnectToOtherSegment = false;
	}

	/* If this Tile Entity is not connected, and has not tried to connect, do so now. */
	if (!tileTrack.hasTriedToConnectToOtherSegment) {
		tileTrack.hasTriedToConnectToOtherSegment = connectToAdjacentTracks(tileTrack);
	}

	/*
	 * Try to keep the same track rendering if possible. If the track isn't null, render that one instead.
	 */
	if (isTrackPrimary(otherEnd, tileTrack)) {
		this.renderTileEntityAt(otherEnd, x + otherEnd.getPos().getX() - tileTrack.getPos().getX(), y + otherEnd.getPos().getY() - tileTrack.getPos().getY(), z + otherEnd.getPos().getZ() - tileTrack.getPos().getZ(), partialTicks, destroyStage);
		return;
	}

	/*
	 * Otherwise render this track.
	 */
	GL11.glPushMatrix();
	{
		/* Translate render position. */
		GL11.glTranslated(x, y, z);

		/* Render the finished track, including track beds and rails. */
		GL11.glPushMatrix();
		{
			renderTrackFromCurve(tileTrack, tileTrack.connectedTrack, otherEnd.connectedTrack);
		}
		GL11.glPopMatrix();

		/* Render ballast at start and end (block) position of track, respectively. */
		Minecraft.getMinecraft().getTextureManager().bindTexture(ballastTexture);
		GL11.glPushMatrix();
		{
			int lightValue = tileTrack.getWorld().getCombinedLight(tileTrack.getPos(), 0);
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, lightValue%65536, lightValue/65536);
			drawBallastBox();

			GL11.glTranslatef(tileTrack.curve.endPos.getX(), tileTrack.curve.endPos.getY(), tileTrack.curve.endPos.getZ());
			lightValue = tileTrack.getWorld().getCombinedLight(tileTrack.getPos().add(tileTrack.curve.endPos), 0);
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, lightValue%65536, lightValue/65536);
			drawBallastBox();
		}
		GL11.glPopMatrix();
	}
	GL11.glPopMatrix();
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:81,代码来源:RenderTrack.java

示例11: translate

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void translate(float x, float y, float z)
{
    GL11.glTranslatef(x, y, z);
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,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
@Override
public void render(float alpha)
{
    setScrollPos(scrollPos);
    
    float x0 = pos.x - radius.x, x1 = pos.x + radius.x;
    float y0 = pos.y - radius.y, y1 = pos.y + radius.y;
    
    GL11.glLineWidth(1.0f);
    GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha);
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex2f(x0, y0);
    GL11.glVertex2f(x0, y1);
    GL11.glVertex2f(x1, y1);
    GL11.glVertex2f(x1, y0);
    GL11.glEnd();
    
    float barX = x1 - BAR_WIDTH;
    
    GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha*0.25f);
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(barX, y0);
    GL11.glVertex2f(barX, y1);
    GL11.glEnd();
    
    upButton.render(alpha);
    downButton.render(alpha);
    thumb.render(alpha);
    
    if (content != null)
    {
        //Enable stencil writing, disable color writing.
        GL11.glEnable(GL11.GL_STENCIL_TEST);
        GL11.glColorMask(false, false, false, false);
        GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0xFF);
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE);

        //Draw stencil mask.
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex2f(x0, y0);
        GL11.glVertex2f(x0, y1);
        GL11.glVertex2f(barX, y1);
        GL11.glVertex2f(barX, y0);
        GL11.glEnd();

        //Disable stencil writing, enable color writing.
        GL11.glColorMask(true, true, true, true);
        GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);

        GL11.glPushMatrix();
        GL11.glTranslatef(0.0f, scrollPos, 0.0f);
        content.render(alpha);
        GL11.glPopMatrix();

        //Disable stencil.
        GL11.glDisable(GL11.GL_STENCIL_TEST);
        
        //Clear stencil buffer.
        GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);
    }
}
 
开发者ID:SmashMaster,项目名称:KraftigAudio,代码行数:63,代码来源:ScrollBox.java

示例13: renderStoredItems

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderStoredItems(Entity_AA turret)
{
	int slot = 0;
	float modX = 0;
	float modY = 0;
	
	int iconsPerRow = 4;
	int iconMulti = 1;
	int iconsDrawn = 0;
	
	while (slot < turret.storage.length)
	{
		ItemStack itemstack = turret.storage[slot];
		
		//System.out.println("[RENDER] Itemstack in slot " + slot + " is " + itemstack);
        
        if (itemstack != null && itemstack.getItem() != null) 
        { 
        	GL11.glPushMatrix();

	 	        GL11.glTranslatef(0.32F, 0.35F + modY, -0.35F + modX);
	 	        
	 	        modX += 0.15f;	// One step back

	 	        float scale = 0.08F;	// Smaller, to make that less blatant

	 	        GL11.glScalef(scale, -scale, scale);
	 	        GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);

	 	        int color = itemstack.getItem().getColorFromItemStack(itemstack, 0);
	 	        float f4 = (float)(color >> 16 & 255) / 255.0F;
	 	        float f5 = (float)(color >> 8 & 255) / 255.0F;
	 	        float f2 = (float)(color & 255) / 255.0F;
	 	        GL11.glColor4f(f4, f5, f2, 1.0F);
	 	        
	 	        this.renderManager.itemRenderer.renderItem(turret, itemstack, 0);

 	        GL11.glPopMatrix();
 	        
 	       iconsDrawn += 1;
        }
        
        if (iconsDrawn == (iconsPerRow * iconMulti))	// This many items are shown per row
        {
        	modX = 0;		// Reset
        	modY = 0.15f;	// One row down
        	iconMulti += 1;
        }
		
		slot += 1;
	}
}
 
开发者ID:Domochevsky,项目名称:minecraft-quiverbow,代码行数:53,代码来源:Render_AA.java

示例14: renderEntityOnFire

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderEntityOnFire(Entity entity, double d, double d1, double d2, 
        float f)
{
    GL11.glDisable(2896 /*GL_LIGHTING*/);
    int i = Block.fire.blockIndexInTexture;
    int j = (i & 0xf) << 4;
    int k = i & 0xf0;
    float f1 = (float)j / 256F;
    float f3 = ((float)j + 15.99F) / 256F;
    float f5 = (float)k / 256F;
    float f7 = ((float)k + 15.99F) / 256F;
    GL11.glPushMatrix();
    GL11.glTranslatef((float)d, (float)d1, (float)d2);
    float f9 = entity.width * 1.4F;
    GL11.glScalef(f9, f9, f9);
    loadTexture("/terrain.png");
    Tessellator tessellator = Tessellator.instance;
    float f10 = 0.5F;
    float f11 = 0.0F;
    float f12 = entity.height / f9;
    float f13 = (float)(entity.posY - entity.boundingBox.minY);
    GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)(int)f12 * 0.02F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    float f14 = 0.0F;
    int l = 0;
    tessellator.startDrawingQuads();
    while(f12 > 0.0F) 
    {
        float f2;
        float f4;
        float f6;
        float f8;
        if(l % 2 == 0)
        {
            f2 = (float)j / 256F;
            f4 = ((float)j + 15.99F) / 256F;
            f6 = (float)k / 256F;
            f8 = ((float)k + 15.99F) / 256F;
        } else
        {
            f2 = (float)j / 256F;
            f4 = ((float)j + 15.99F) / 256F;
            f6 = (float)(k + 16) / 256F;
            f8 = ((float)(k + 16) + 15.99F) / 256F;
        }
        if((l / 2) % 2 == 0)
        {
            float f15 = f4;
            f4 = f2;
            f2 = f15;
        }
        tessellator.addVertexWithUV(f10 - f11, 0.0F - f13, f14, f4, f8);
        tessellator.addVertexWithUV(-f10 - f11, 0.0F - f13, f14, f2, f8);
        tessellator.addVertexWithUV(-f10 - f11, 1.4F - f13, f14, f2, f6);
        tessellator.addVertexWithUV(f10 - f11, 1.4F - f13, f14, f4, f6);
        f12 -= 0.45F;
        f13 -= 0.45F;
        f10 *= 0.9F;
        f14 += 0.03F;
        l++;
    }
    tessellator.draw();
    GL11.glPopMatrix();
    GL11.glEnable(2896 /*GL_LIGHTING*/);
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:67,代码来源:Render.java

示例15: doRender_PredictiveArrow

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void doRender_PredictiveArrow(Entity par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
{
    this.bindEntityTexture(par1EntityArrow);
    GL11.glPushMatrix();
    GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
    Tessellator tessellator = Tessellator.instance;
    byte b0 = 0;
    float f2 = 0.0F;
    float f3 = 0.5F;
    float f4 = (float)(0 + b0 * 10) / 32.0F;
    float f5 = (float)(5 + b0 * 10) / 32.0F;
    float f6 = 0.0F;
    float f7 = 0.15625F;
    float f8 = (float)(5 + b0 * 10) / 32.0F;
    float f9 = (float)(10 + b0 * 10) / 32.0F;
    float f10 = 0.05625F;
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);

    GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
    GL11.glScalef(f10, f10, f10);
    GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
    GL11.glNormal3f(f10, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
    tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
    tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
    tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
    tessellator.draw();
    GL11.glNormal3f(-f10, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
    tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
    tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
    tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
    tessellator.draw();

    for (int i = 0; i < 4; ++i)
    {
        GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
        GL11.glNormal3f(0.0F, 0.0F, f10);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
        tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
        tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
        tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
        tessellator.draw();
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
开发者ID:Domochevsky,项目名称:minecraft-quiverbow,代码行数:54,代码来源:Render_Projectile.java


注:本文中的org.lwjgl.opengl.GL11.glTranslatef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。