本文整理汇总了Java中org.lwjgl.opengl.GL13.glMultiTexCoord2f方法的典型用法代码示例。如果您正苦于以下问题:Java GL13.glMultiTexCoord2f方法的具体用法?Java GL13.glMultiTexCoord2f怎么用?Java GL13.glMultiTexCoord2f使用的例子?那么, 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.GL13
的用法示例。
在下文中一共展示了GL13.glMultiTexCoord2f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: renderParticle
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public void renderParticle(Tessellator tessellator, float f, float f1, float f2, float f3, float f4, float f5)
{
float f6 = ((float)field_678_p + f) / (float)field_677_q;
f6 *= f6;
double d = field_675_a.posX;
double d1 = field_675_a.posY;
double d2 = field_675_a.posZ;
double d3 = field_679_o.lastTickPosX + (field_679_o.posX - field_679_o.lastTickPosX) * (double)f;
double d4 = field_679_o.lastTickPosY + (field_679_o.posY - field_679_o.lastTickPosY) * (double)f + (double)field_676_r;
double d5 = field_679_o.lastTickPosZ + (field_679_o.posZ - field_679_o.lastTickPosZ) * (double)f;
double d6 = d + (d3 - d) * (double)f6;
double d7 = d1 + (d4 - d1) * (double)f6;
double d8 = d2 + (d5 - d2) * (double)f6;
int i = MathHelper.floor_double(d6);
int j = MathHelper.floor_double(d7 + (double)(yOffset / 2.0F));
int k = MathHelper.floor_double(d8);
int l = getRenderBrightness(f);
int i1 = l % 0x10000;
int j1 = l / 0x10000;
GL13.glMultiTexCoord2f(33985 /*GL_TEXTURE1_ARB*/, (float)i1 / 1.0F, (float)j1 / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
d6 -= interpPosX;
d7 -= interpPosY;
d8 -= interpPosZ;
RenderManager.instance.renderEntityWithPosYaw(field_675_a, (float)d6, (float)d7, (float)d8, field_675_a.rotationYaw, f);
}
示例2: setLightmapTextureCoords
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current coordinates of the given lightmap texture
*/
public static void setLightmapTextureCoords(int target, float p_77475_1_, float p_77475_2_)
{
if (arbMultitexture)
{
ARBMultitexture.glMultiTexCoord2fARB(target, p_77475_1_, p_77475_2_);
}
else
{
GL13.glMultiTexCoord2f(target, p_77475_1_, p_77475_2_);
}
if (target == lightmapTexUnit)
{
lastBrightnessX = p_77475_1_;
lastBrightnessY = p_77475_2_;
}
}
示例3: setLightmapTextureCoords
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current coordinates of the given lightmap texture
*/
public static void setLightmapTextureCoords(int target, float p_77475_1_, float t)
{
if (arbMultitexture)
{
ARBMultitexture.glMultiTexCoord2fARB(target, p_77475_1_, t);
}
else
{
GL13.glMultiTexCoord2f(target, p_77475_1_, t);
}
if (target == lightmapTexUnit)
{
lastBrightnessX = p_77475_1_;
lastBrightnessY = t;
}
}
示例4: setLightmapTextureCoords
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current coordinates of the given lightmap texture
*/
public static void setLightmapTextureCoords(int par0, float par1, float par2)
{
if (useMultitextureARB)
{
ARBMultitexture.glMultiTexCoord2fARB(par0, par1, par2);
}
else
{
GL13.glMultiTexCoord2f(par0, par1, par2);
}
if (par0 == lightmapTexUnit)
{
lastBrightnessX = par1;
lastBrightnessY = par2;
}
}
示例5: setLightmapTextureCoords
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public static void setLightmapTextureCoords(int p_77475_0_, float p_77475_1_, float p_77475_2_)
{
if (field_153215_z)
{
ARBMultitexture.glMultiTexCoord2fARB(p_77475_0_, p_77475_1_, p_77475_2_);
}
else
{
GL13.glMultiTexCoord2f(p_77475_0_, p_77475_1_, p_77475_2_);
}
if (p_77475_0_ == lightmapTexUnit)
{
lastBrightnessX = p_77475_1_;
lastBrightnessY = p_77475_2_;
}
}
示例6: renderEntity
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public void renderEntity(Entity entity, float f)
{
double d = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)f;
double d1 = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double)f;
double d2 = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)f;
float f1 = entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * f;
int i = entity.getRenderBrightness(f);
int j = i % 0x10000;
int k = i / 0x10000;
GL13.glMultiTexCoord2f(33985 /*GL_TEXTURE1_ARB*/, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
renderEntityWithPosYaw(entity, d - renderPosX, d1 - renderPosY, d2 - renderPosZ, f1, f);
}
示例7: renderTileEntity
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public void renderTileEntity(TileEntity tileentity, float f)
{
if(tileentity.getDistanceFrom(playerX, playerY, playerZ) < 4096D)
{
int i = worldObj.getRenderBrightness(tileentity.xCoord, tileentity.yCoord, tileentity.zCoord, 0);
int j = i % 0x10000;
int k = i / 0x10000;
GL13.glMultiTexCoord2f(33985 /*GL_TEXTURE1_ARB*/, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
renderTileEntityAt(tileentity, (double)tileentity.xCoord - staticPlayerX, (double)tileentity.yCoord - staticPlayerY, (double)tileentity.zCoord - staticPlayerZ, f);
}
}
示例8: setLightmapTextureCoords
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current coordinates of the given lightmap texture
*/
public static void setLightmapTextureCoords(int target, float p_77475_1_, float p_77475_2_)
{
if (arbMultitexture)
{
ARBMultitexture.glMultiTexCoord2fARB(target, p_77475_1_, p_77475_2_);
}
else
{
GL13.glMultiTexCoord2f(target, p_77475_1_, p_77475_2_);
}
}
示例9: func_77475_a
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public static void func_77475_a(int p_77475_0_, float p_77475_1_, float p_77475_2_) {
if(field_77477_c) {
ARBMultitexture.glMultiTexCoord2fARB(p_77475_0_, p_77475_1_, p_77475_2_);
} else {
GL13.glMultiTexCoord2f(p_77475_0_, p_77475_1_, p_77475_2_);
}
}
示例10: drawEmbedded
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
private void drawEmbedded(float x1, float y1, float x2, float y2, float sx1, float sy1, float sx2, float sy2) {
// TOP LEFT
for (int i = 0; i < textures.size(); i++) {
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0 + i, (sx1 / imgWidth) * texWidth, (sy1 / imgHeight) * texHeight);
}
GL11.glColor4f(colours[0], colours[1], colours[2], colours[3]);
GL11.glNormal3f(normals[0], normals[1], normals[2]);
GL11.glVertex3f(x1, y1, 0);
// BOTTOM LEFT
for (int i = 0; i < textures.size(); i++) {
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0 + i, (sx1 / imgWidth) * texWidth, (sy2 / imgHeight) * texHeight);
}
GL11.glColor4f(colours[3], colours[5], colours[6], colours[7]);
GL11.glNormal3f(normals[3], normals[4], normals[5]);
GL11.glVertex3f(x1, y2, 0);
// BOTTOM RIGHT
for (int i = 0; i < textures.size(); i++) {
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0 + i, (sx2 / imgWidth) * texWidth, (sy2 / imgHeight) * texHeight);
}
GL11.glColor4f(colours[8], colours[9], colours[10], colours[11]);
GL11.glNormal3f(normals[6], normals[7], normals[8]);
GL11.glVertex3f(x2, y2, 0);
// TOP RIGHT
for (int i = 0; i < textures.size(); i++) {
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0 + i, (sx2 / imgWidth) * texWidth, (sy1 / imgHeight) * texHeight);
}
GL11.glColor4f(colours[12], colours[13], colours[14], colours[15]);
GL11.glNormal3f(normals[9], normals[10], normals[11]);
GL11.glVertex3f(x2, y1, 0);
}
示例11: renderPlane
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
private void renderPlane()
{
if (image1 == null)
{
try
{
image1 = Images.createImage("backgrounds/Truemmer2.png");
image2 = Images.createImage("backgrounds/Truemmer2_Normal.png");
}
catch (LoadingException e)
{
e.printStackTrace();
}
}
// float w = image.getPercentageWidth();
// float h = image.getPercentageHeight();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glEnable(GL11.GL_TEXTURE_2D);
glBindTexture(image1.getTexture().target, image1.getTexture().textureID);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// GL13.glActiveTexture(GL13.GL_TEXTURE1);
// GL11.glEnable(GL11.GL_TEXTURE_2D);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// glBindTexture(image2.getTexture().target, image2.getTexture().textureID);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f( 0.0f, 0.0f, 1.0f);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0, 0.0f, 0.0f);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE1, 0.0f, 0.0f); GL11.glVertex3f(-size, -size, size);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0, 1, 0.0f);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE1, 1, 0.0f); GL11.glVertex3f( size, -size, size);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0, 1, 1);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE1, 1, 1); GL11.glVertex3f( size, size, size);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0, 0.0f, 1);
GL13.glMultiTexCoord2f(GL13.GL_TEXTURE1, 0.0f, 1); GL11.glVertex3f(-size, size, size);
GL11.glEnd();
GL11.glDisable(GL_TEXTURE_2D);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
// GL11.glEnable(GL11.GL_TEXTURE_2D);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}