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類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();
}
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);
}
}
}
}
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;
}
}
}
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();
}
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()));
}
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();
}
}
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();
}
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();
}