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Java WorldRenderer.setTranslation方法代碼示例

本文整理匯總了Java中net.minecraft.client.renderer.WorldRenderer.setTranslation方法的典型用法代碼示例。如果您正苦於以下問題:Java WorldRenderer.setTranslation方法的具體用法?Java WorldRenderer.setTranslation怎麽用?Java WorldRenderer.setTranslation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net.minecraft.client.renderer.WorldRenderer的用法示例。


在下文中一共展示了WorldRenderer.setTranslation方法的8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: renderOffsetAABB

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
/**
 * Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z
 */
public static void renderOffsetAABB(AxisAlignedBB boundingBox, double x, double y, double z)
{
    GlStateManager.disableTexture2D();
    Tessellator tessellator = Tessellator.getInstance();
    WorldRenderer worldrenderer = tessellator.getWorldRenderer();
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    worldrenderer.setTranslation(x, y, z);
    worldrenderer.begin(7, DefaultVertexFormats.POSITION_NORMAL);
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(0.0F, -1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(0.0F, -1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, -1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, -1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 1.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(1.0F, 0.0F, 0.0F).endVertex();
    worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(1.0F, 0.0F, 0.0F).endVertex();
    tessellator.draw();
    worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
    GlStateManager.enableTexture2D();
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:40,代碼來源:Render.java

示例2: doRender

import net.minecraft.client.renderer.WorldRenderer; //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(EntityFallingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    if (entity.getBlock() != null)
    {
        this.bindTexture(TextureMap.locationBlocksTexture);
        IBlockState iblockstate = entity.getBlock();
        Block block = iblockstate.getBlock();
        BlockPos blockpos = new BlockPos(entity);
        World world = entity.getWorldObj();

        if (iblockstate != world.getBlockState(blockpos) && block.getRenderType() != -1)
        {
            if (block.getRenderType() == 3)
            {
                GlStateManager.pushMatrix();
                GlStateManager.translate((float)x, (float)y, (float)z);
                GlStateManager.disableLighting();
                Tessellator tessellator = Tessellator.getInstance();
                WorldRenderer worldrenderer = tessellator.getWorldRenderer();
                worldrenderer.begin(7, DefaultVertexFormats.BLOCK);
                int i = blockpos.getX();
                int j = blockpos.getY();
                int k = blockpos.getZ();
                worldrenderer.setTranslation((double)((float)(-i) - 0.5F), (double)(-j), (double)((float)(-k) - 0.5F));
                BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
                IBakedModel ibakedmodel = blockrendererdispatcher.getModelFromBlockState(iblockstate, world, (BlockPos)null);
                blockrendererdispatcher.getBlockModelRenderer().renderModel(world, ibakedmodel, iblockstate, blockpos, worldrenderer, false);
                worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
                tessellator.draw();
                GlStateManager.enableLighting();
                GlStateManager.popMatrix();
                super.doRender(entity, x, y, z, entityYaw, partialTicks);
            }
        }
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:43,代碼來源:RenderFallingBlock.java

示例3: uploadChunk

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
public ListenableFuture<Object> uploadChunk(final EnumWorldBlockLayer player, final WorldRenderer p_178503_2_, final RenderChunk chunkRenderer, final CompiledChunk compiledChunkIn)
{
    if (Minecraft.getMinecraft().isCallingFromMinecraftThread())
    {
        if (OpenGlHelper.useVbo())
        {
            this.uploadVertexBuffer(p_178503_2_, chunkRenderer.getVertexBufferByLayer(player.ordinal()));
        }
        else
        {
            this.uploadDisplayList(p_178503_2_, ((ListedRenderChunk)chunkRenderer).getDisplayList(player, compiledChunkIn), chunkRenderer);
        }

        p_178503_2_.setTranslation(0.0D, 0.0D, 0.0D);
        return Futures.<Object>immediateFuture((Object)null);
    }
    else
    {
        ListenableFutureTask<Object> listenablefuturetask = ListenableFutureTask.<Object>create(new Runnable()
        {
            public void run()
            {
                ChunkRenderDispatcher.this.uploadChunk(player, p_178503_2_, chunkRenderer, compiledChunkIn);
            }
        }, (Object)null);

        synchronized (this.queueChunkUploads)
        {
            this.queueChunkUploads.add(listenablefuturetask);
            return listenablefuturetask;
        }
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:34,代碼來源:ChunkRenderDispatcher.java

示例4: renderOffsetAABB

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
/**
 * Renders a white box with the bounds of the AABB translated by the offset.
 * Args: aabb, x, y, z
 */
public static void renderOffsetAABB(AxisAlignedBB boundingBox, double x, double y, double z) {
	GlStateManager.disableTexture2D();
	Tessellator tessellator = Tessellator.getInstance();
	WorldRenderer worldrenderer = tessellator.getWorldRenderer();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	worldrenderer.setTranslation(x, y, z);
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_NORMAL);
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(0.0F, 0.0F, -1.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 0.0F, 1.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(0.0F, -1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(0.0F, -1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, -1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(0.0F, -1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(0.0F, 1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(0.0F, 1.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).normal(-1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).normal(1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).normal(1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).normal(1.0F, 0.0F, 0.0F).endVertex();
	worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).normal(1.0F, 0.0F, 0.0F).endVertex();
	tessellator.draw();
	worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
	GlStateManager.enableTexture2D();
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:40,代碼來源:Render.java

示例5: preRenderBlocks

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
private void preRenderBlocks(WorldRenderer worldRendererIn, BlockPos pos)
{
    worldRendererIn.begin(7, DefaultVertexFormats.BLOCK);
    worldRendererIn.setTranslation((double)(-pos.getX()), (double)(-pos.getY()), (double)(-pos.getZ()));
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:6,代碼來源:RenderChunk.java

示例6: renderTileEntityAt

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
public void renderTileEntityAt(TileEntityPiston te, double x, double y, double z, float partialTicks, int destroyStage)
{
    BlockPos blockpos = te.getPos();
    IBlockState iblockstate = te.getPistonState();
    Block block = iblockstate.getBlock();

    if (block.getMaterial() != Material.air && te.getProgress(partialTicks) < 1.0F)
    {
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        this.bindTexture(TextureMap.locationBlocksTexture);
        RenderHelper.disableStandardItemLighting();
        GlStateManager.blendFunc(770, 771);
        GlStateManager.enableBlend();
        GlStateManager.disableCull();

        if (Minecraft.isAmbientOcclusionEnabled())
        {
            GlStateManager.shadeModel(7425);
        }
        else
        {
            GlStateManager.shadeModel(7424);
        }

        worldrenderer.begin(7, DefaultVertexFormats.BLOCK);
        worldrenderer.setTranslation((double)((float)x - (float)blockpos.getX() + te.getOffsetX(partialTicks)), (double)((float)y - (float)blockpos.getY() + te.getOffsetY(partialTicks)), (double)((float)z - (float)blockpos.getZ() + te.getOffsetZ(partialTicks)));
        World world = this.getWorld();

        if (block == Blocks.piston_head && te.getProgress(partialTicks) < 0.5F)
        {
            iblockstate = iblockstate.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(true));
            this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, true);
        }
        else if (te.shouldPistonHeadBeRendered() && !te.isExtending())
        {
            BlockPistonExtension.EnumPistonType blockpistonextension$enumpistontype = block == Blocks.sticky_piston ? BlockPistonExtension.EnumPistonType.STICKY : BlockPistonExtension.EnumPistonType.DEFAULT;
            IBlockState iblockstate1 = Blocks.piston_head.getDefaultState().withProperty(BlockPistonExtension.TYPE, blockpistonextension$enumpistontype).withProperty(BlockPistonExtension.FACING, iblockstate.getValue(BlockPistonBase.FACING));
            iblockstate1 = iblockstate1.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(te.getProgress(partialTicks) >= 0.5F));
            this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate1, world, blockpos), iblockstate1, blockpos, worldrenderer, true);
            worldrenderer.setTranslation((double)((float)x - (float)blockpos.getX()), (double)((float)y - (float)blockpos.getY()), (double)((float)z - (float)blockpos.getZ()));
            iblockstate.withProperty(BlockPistonBase.EXTENDED, Boolean.valueOf(true));
            this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, true);
        }
        else
        {
            this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, false);
        }

        worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
        tessellator.draw();
        RenderHelper.enableStandardItemLighting();
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:55,代碼來源:TileEntityPistonRenderer.java

示例7: drawPanorama

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
    Tessellator var4 = Tessellator.getInstance();
    WorldRenderer var5 = var4.getWorldRenderer();
    GlStateManager.matrixMode((int)5889);
    GlStateManager.pushMatrix();
    GlStateManager.loadIdentity();
    Project.gluPerspective((float)120.0f, (float)1.0f, (float)0.05f, (float)10.0f);
    GlStateManager.matrixMode((int)5888);
    GlStateManager.pushMatrix();
    GlStateManager.loadIdentity();
    GlStateManager.color((float)1.0f, (float)1.0f, (float)1.0f, (float)1.0f);
    GlStateManager.rotate((float)180.0f, (float)1.0f, (float)0.0f, (float)0.0f);
    GlStateManager.rotate((float)90.0f, (float)0.0f, (float)0.0f, (float)1.0f);
    GlStateManager.enableBlend();
    GlStateManager.disableAlpha();
    GlStateManager.disableCull();
    GlStateManager.depthMask((boolean)false);
    GlStateManager.tryBlendFuncSeparate((int)770, (int)771, (int)1, (int)0);
    int var6 = 8;
    int var7 = 0;
    while (var7 < var6 * var6) {
        GlStateManager.pushMatrix();
        float var8 = ((float)(var7 % var6) / (float)var6 - 0.5f) / 64.0f;
        float var9 = ((float)(var7 / var6) / (float)var6 - 0.5f) / 64.0f;
        float var10 = 0.0f;
        GlStateManager.translate((float)var8, (float)var9, (float)var10);
        GlStateManager.rotate((float)(MathHelper.sin((float)((this.panoramaTimer + p_73970_3_) / 400.0f)) * 25.0f + 20.0f), (float)1.0f, (float)0.0f, (float)0.0f);
        GlStateManager.rotate((float)((- this.panoramaTimer + p_73970_3_) * 0.1f), (float)0.0f, (float)1.0f, (float)0.0f);
        int var11 = 0;
        while (var11 < 6) {
            GlStateManager.pushMatrix();
            if (var11 == 1) {
                GlStateManager.rotate((float)90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
            }
            if (var11 == 2) {
                GlStateManager.rotate((float)180.0f, (float)0.0f, (float)1.0f, (float)0.0f);
            }
            if (var11 == 3) {
                GlStateManager.rotate((float)-90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
            }
            if (var11 == 4) {
                GlStateManager.rotate((float)90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
            }
            if (var11 == 5) {
                GlStateManager.rotate((float)-90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
            }
            this.mc.getTextureManager().bindTexture(titlePanoramaPaths[var11]);
            var5.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            int l = 255 / (var11 + 1);
            float f3 = 0.0F;
            var5.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
            var5.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
            var5.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
            var5.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
            var4.draw();
            GlStateManager.popMatrix();
            ++var11;
        }
        GlStateManager.popMatrix();
        GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)false);
        ++var7;
    }
    var5.setTranslation(0.0, 0.0, 0.0);
    GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)true);
    GlStateManager.matrixMode((int)5889);
    GlStateManager.popMatrix();
    GlStateManager.matrixMode((int)5888);
    GlStateManager.popMatrix();
    GlStateManager.depthMask((boolean)true);
    GlStateManager.enableCull();
    GlStateManager.enableDepth();
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:73,代碼來源:AccountScreen.java

示例8: drawPanorama

import net.minecraft.client.renderer.WorldRenderer; //導入方法依賴的package包/類
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
	Tessellator tessellator = Tessellator.getInstance();
	WorldRenderer worldrenderer = tessellator.getWorldRenderer();
	GlStateManager.matrixMode(5889);
	GlStateManager.pushMatrix();
	GlStateManager.loadIdentity();
	Project.gluPerspective(120.0F, 1.0F, 0.05F, 10.0F);
	GlStateManager.matrixMode(5888);
	GlStateManager.pushMatrix();
	GlStateManager.loadIdentity();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
	GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
	GlStateManager.enableBlend();
	GlStateManager.disableAlpha();
	GlStateManager.disableCull();
	GlStateManager.depthMask(false);
	GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
	int i = 8;

	for (int j = 0; j < i * i; ++j) {
		GlStateManager.pushMatrix();
		float f = ((float) (j % i) / (float) i - 0.5F) / 64.0F;
		float f1 = ((float) (j / i) / (float) i - 0.5F) / 64.0F;
		float f2 = 0.0F;
		GlStateManager.translate(f, f1, f2);
		GlStateManager.rotate(MathHelper.sin(((float) this.panoramaTimer + p_73970_3_) / 400.0F) * 25.0F + 20.0F,
				1.0F, 0.0F, 0.0F);
		GlStateManager.rotate(-((float) this.panoramaTimer + p_73970_3_) * 0.1F, 0.0F, 1.0F, 0.0F);

		for (int k = 0; k < 6; ++k) {
			GlStateManager.pushMatrix();

			if (k == 1) {
				GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
			}

			if (k == 2) {
				GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
			}

			if (k == 3) {
				GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
			}

			if (k == 4) {
				GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
			}

			if (k == 5) {
				GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
			}

			this.mc.getTextureManager().bindTexture(titlePanoramaPaths[k]);
			worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
			int l = 255 / (j + 1);
			float f3 = 0.0F;
			worldrenderer.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
			worldrenderer.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
			worldrenderer.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
			worldrenderer.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
			tessellator.draw();
			GlStateManager.popMatrix();
		}

		GlStateManager.popMatrix();
		GlStateManager.colorMask(true, true, true, false);
	}

	worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
	GlStateManager.colorMask(true, true, true, true);
	GlStateManager.matrixMode(5889);
	GlStateManager.popMatrix();
	GlStateManager.matrixMode(5888);
	GlStateManager.popMatrix();
	GlStateManager.depthMask(true);
	GlStateManager.enableCull();
	GlStateManager.enableDepth();
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:80,代碼來源:GuiLoading.java


注:本文中的net.minecraft.client.renderer.WorldRenderer.setTranslation方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。