本文整理匯總了Java中net.minecraft.client.renderer.GlStateManager.disableTexture2D方法的典型用法代碼示例。如果您正苦於以下問題:Java GlStateManager.disableTexture2D方法的具體用法?Java GlStateManager.disableTexture2D怎麽用?Java GlStateManager.disableTexture2D使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類net.minecraft.client.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.disableTexture2D方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: render
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
@Override
public void render(SemiBlockLogistics semiBlock, float partialTick) {
int alpha = semiBlock.getAlpha();
if (alpha == 0) return;
GlStateManager.disableTexture2D();
if (alpha < 255) GlStateManager.enableBlend();
RenderUtils.glColorHex((alpha << 24 | 0x00FFFFFF) & semiBlock.getColor());
AxisAlignedBB aabb = semiBlock.getWorld() != null ?
semiBlock.getBlockState().getSelectedBoundingBox(semiBlock.getWorld(), semiBlock.getPos()) :
new AxisAlignedBB(0 + FRAME_WIDTH, 0 + FRAME_WIDTH, 0 + FRAME_WIDTH, 1 - FRAME_WIDTH, 1 - FRAME_WIDTH, 1 - FRAME_WIDTH);
if (semiBlock.getPos() != null)
GlStateManager.translate(-semiBlock.getPos().getX(), -semiBlock.getPos().getY(), -semiBlock.getPos().getZ());
renderFrame(aabb, FRAME_WIDTH);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.color(1, 1, 1, 1);
}
示例2: drawBorderedRectReliant
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawBorderedRectReliant(float x, float y, float x1, float y1, float lineWidth, int inside, int border) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
RenderUtils.drawRect(x, y, x1, y1, inside);
RenderUtils.glColor(border);
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glLineWidth((float)lineWidth);
GL11.glBegin((int)3);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glVertex2f((float)x, (float)y);
GL11.glEnd();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例3: drawFullCircle
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawFullCircle(float cx, float cy, float r, int c) {
r *= 2.0;
cx *= 2;
cy *= 2;
float f = (float)(c >> 24 & 255) / 255.0f;
float f1 = (float)(c >> 16 & 255) / 255.0f;
float f2 = (float)(c >> 8 & 255) / 255.0f;
float f3 = (float)(c & 255) / 255.0f;
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glScalef((float)0.5f, (float)0.5f, (float)0.5f);
GL11.glColor4f((float)f1, (float)f2, (float)f3, (float)f);
GL11.glBegin((int)6);
int i = 0;
while (i <= 360) {
double x = Math.sin((double)i * 3.141592653589793 / 180.0) * r;
double y = Math.cos((double)i * 3.141592653589793 / 180.0) * r;
GL11.glVertex2d((double)((double)cx + x), (double)((double)cy + y));
++i;
}
GL11.glEnd();
GL11.glScalef((float)2.0f, (float)2.0f, (float)2.0f);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例4: drawRoundedRect
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawRoundedRect(float x, float y, float x1, float y1, int borderC, int insideC) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glScalef((float)0.5f, (float)0.5f, (float)0.5f);
RenderUtils.drawVLine(x *= 2.0f, (y *= 2.0f) + 1.0f, (y1 *= 2.0f) - 2.0f, borderC);
RenderUtils.drawVLine((x1 *= 2.0f) - 1.0f, y + 1.0f, y1 - 2.0f, borderC);
RenderUtils.drawHLine(x + 2.0f, x1 - 3.0f, y, borderC);
RenderUtils.drawHLine(x + 2.0f, x1 - 3.0f, y1 - 1.0f, borderC);
RenderUtils.drawHLine(x + 1.0f, x + 1.0f, y + 1.0f, borderC);
RenderUtils.drawHLine(x1 - 2.0f, x1 - 2.0f, y + 1.0f, borderC);
RenderUtils.drawHLine(x1 - 2.0f, x1 - 2.0f, y1 - 2.0f, borderC);
RenderUtils.drawHLine(x + 1.0f, x + 1.0f, y1 - 2.0f, borderC);
RenderUtils.drawRect(x + 1.0f, y + 1.0f, x1 - 1.0f, y1 - 1.0f, insideC);
GL11.glScalef((float)2.0f, (float)2.0f, (float)2.0f);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例5: drawGradientBorderedRect
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawGradientBorderedRect(double x, double y, double x2, double y2, float l1, int col1, int col2, int col3) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glPushMatrix();
RenderUtils.glColor(col1);
GL11.glLineWidth((float)1.0f);
GL11.glBegin((int)1);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glEnd();
GL11.glPopMatrix();
RenderUtils.drawGradientRect(x, y, x2, y2, col2, col3);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例6: drawEntityOnScreen
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Draws the entity to the screen. Args: xPos, yPos, scale, mouseX, mouseY, entityLiving
*/
public static void drawEntityOnScreen(int posX, int posY, int scale, float mouseX, float mouseY, EntityLivingBase ent)
{
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate((float)posX, (float)posY, 50.0F);
GlStateManager.scale((float)(-scale), (float)scale, (float)scale);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f = ent.renderYawOffset;
float f1 = ent.rotationYaw;
float f2 = ent.rotationPitch;
float f3 = ent.prevRotationYawHead;
float f4 = ent.rotationYawHead;
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
ent.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F;
ent.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F;
ent.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F;
ent.rotationYawHead = ent.rotationYaw;
ent.prevRotationYawHead = ent.rotationYaw;
GlStateManager.translate(0.0F, 0.0F, 0.0F);
RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.renderEntityWithPosYaw(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
rendermanager.setRenderShadow(true);
ent.renderYawOffset = f;
ent.rotationYaw = f1;
ent.rotationPitch = f2;
ent.prevRotationYawHead = f3;
ent.rotationYawHead = f4;
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例7: drawEntityOnScreen
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawEntityOnScreen(int posX, int posY, int scale, EntityLivingBase ent) {
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate(posX, posY, 50.0F);
GlStateManager.scale((-scale), scale, scale);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f = ent.renderYawOffset;
float f1 = ent.rotationYaw;
float f2 = ent.rotationPitch;
float f3 = ent.prevRotationYawHead;
float f4 = ent.rotationYawHead;
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
ent.renderYawOffset = 0;
ent.rotationYaw = 0;
ent.rotationPitch = 0;
ent.rotationYawHead = ent.rotationYaw;
ent.prevRotationYawHead = ent.rotationYaw;
GlStateManager.translate(0.0F, 0.0F, 0.0F);
RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
rendermanager.setRenderShadow(true);
ent.renderYawOffset = f;
ent.rotationYaw = f1;
ent.rotationPitch = f2;
ent.prevRotationYawHead = f3;
ent.rotationYawHead = f4;
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例8: renderParticle
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
@Override
public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) {
Tessellator.getInstance().draw();
GlStateManager.disableTexture2D();
segments.forEach(BoltSegment::render);
GlStateManager.enableTexture2D();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
}
示例9: drawNameplate
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawNameplate(FontRenderer fontRendererIn, String str, float x, float y, float z, int verticalShift, float viewerYaw, float viewerPitch, boolean isThirdPersonFrontal)
{
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.glNormal3f(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-viewerYaw, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float)(isThirdPersonFrontal ? -1 : 1) * viewerPitch, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(-0.025F, -0.025F, 0.025F);
GlStateManager.disableLighting();
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
int i = fontRendererIn.getStringWidth(str) / 2;
GlStateManager.disableTexture2D();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos((double)(-i - 1), (double)(-1 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(-i - 1), (double)(8 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(i + 1), (double)(8 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(i + 1), (double)(-1 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.depthMask(true);
fontRendererIn.drawString(str, -fontRendererIn.getStringWidth(str) / 2, verticalShift, -1);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
示例10: renderModel
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityDragon entitylivingbaseIn, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_)
{
if (entitylivingbaseIn.deathTicks > 0)
{
float f = (float)entitylivingbaseIn.deathTicks / 200.0F;
GlStateManager.depthFunc(515);
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, f);
this.bindTexture(enderDragonExplodingTextures);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.depthFunc(514);
}
this.bindEntityTexture(entitylivingbaseIn);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
if (entitylivingbaseIn.hurtTime > 0)
{
GlStateManager.depthFunc(514);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.color(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.depthFunc(515);
}
}
示例11: drawRect
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Draws a solid color rectangle with the specified coordinates and color (ARGB format). Args: x1, y1, x2, y2, color
*/
public static void drawRect(int left, int top, int right, int bottom, int color)
{
if (left < right)
{
int i = left;
left = right;
right = i;
}
if (top < bottom)
{
int j = top;
top = bottom;
bottom = j;
}
float f3 = (float)(color >> 24 & 255) / 255.0F;
float f = (float)(color >> 16 & 255) / 255.0F;
float f1 = (float)(color >> 8 & 255) / 255.0F;
float f2 = (float)(color & 255) / 255.0F;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.color(f, f1, f2, f3);
worldrenderer.begin(7, DefaultVertexFormats.POSITION);
worldrenderer.pos((double)left, (double)bottom, 0.0D).endVertex();
worldrenderer.pos((double)right, (double)bottom, 0.0D).endVertex();
worldrenderer.pos((double)right, (double)top, 0.0D).endVertex();
worldrenderer.pos((double)left, (double)top, 0.0D).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例12: drawRect
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawRect(float x, float y, float x1, float y1, float r, float g, float b, float a) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glColor4f((float)r, (float)g, (float)b, (float)a);
RenderUtils.drawRect(x, y, x1, y1);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例13: unsetBrightness
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected void unsetBrightness()
{
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
GlStateManager.enableTexture2D();
GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.defaultTexUnit);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PRIMARY_COLOR);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_ALPHA, OpenGlHelper.GL_PRIMARY_COLOR);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_ALPHA, 770);
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
GlStateManager.disableTexture2D();
GlStateManager.bindTexture(0);
GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例14: drawCursorVertical
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Draws the current selection and a vertical line cursor in the text box.
*/
private void drawCursorVertical(int startX, int startY, int endX, int endY)
{
if(startX < endX)
{
int i = startX;
startX = endX;
endX = i;
}
if(startY < endY)
{
int j = startY;
startY = endY;
endY = j;
}
if(endX > xPosition + width)
endX = xPosition + width;
if(startX > xPosition + width)
startX = xPosition + width;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F);
GlStateManager.disableTexture2D();
GlStateManager.enableColorLogic();
GlStateManager.colorLogicOp(GlStateManager.LogicOp.OR_REVERSE);
bufferbuilder.begin(7, DefaultVertexFormats.POSITION);
bufferbuilder.pos(startX, endY, 0.0D).endVertex();
bufferbuilder.pos(endX, endY, 0.0D).endVertex();
bufferbuilder.pos(endX, startY, 0.0D).endVertex();
bufferbuilder.pos(startX, startY, 0.0D).endVertex();
tessellator.draw();
GlStateManager.disableColorLogic();
GlStateManager.enableTexture2D();
}
示例15: doRender
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(EntityTNTPrimed entity, double x, double y, double z, float entityYaw, float partialTicks)
{
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y + 0.5F, (float)z);
if ((float)entity.fuse - partialTicks + 1.0F < 10.0F)
{
float f = 1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 10.0F;
f = MathHelper.clamp_float(f, 0.0F, 1.0F);
f = f * f;
f = f * f;
float f1 = 1.0F + f * 0.3F;
GlStateManager.scale(f1, f1, f1);
}
float f2 = (1.0F - ((float)entity.fuse - partialTicks + 1.0F) / 100.0F) * 0.8F;
this.bindEntityTexture(entity);
GlStateManager.translate(-0.5F, -0.5F, 0.5F);
blockrendererdispatcher.renderBlockBrightness(Blocks.tnt.getDefaultState(), entity.getBrightness(partialTicks));
GlStateManager.translate(0.0F, 0.0F, 1.0F);
if (entity.fuse / 5 % 2 == 0)
{
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 772);
GlStateManager.color(1.0F, 1.0F, 1.0F, f2);
GlStateManager.doPolygonOffset(-3.0F, -3.0F);
GlStateManager.enablePolygonOffset();
blockrendererdispatcher.renderBlockBrightness(Blocks.tnt.getDefaultState(), 1.0F);
GlStateManager.doPolygonOffset(0.0F, 0.0F);
GlStateManager.disablePolygonOffset();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.enableTexture2D();
}
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}