本文整理匯總了Java中net.minecraft.entity.monster.EntitySpider.isInvisible方法的典型用法代碼示例。如果您正苦於以下問題:Java EntitySpider.isInvisible方法的具體用法?Java EntitySpider.isInvisible怎麽用?Java EntitySpider.isInvisible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.entity.monster.EntitySpider
的用法示例。
在下文中一共展示了EntitySpider.isInvisible方法的5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: shouldRenderPass
import net.minecraft.entity.monster.EntitySpider; //導入方法依賴的package包/類
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntitySpider p_77032_1_, int p_77032_2_, float p_77032_3_)
{
this.bindTexture(herobrineEyesTexture);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
return 1;
}
示例2: doRenderLayer
import net.minecraft.entity.monster.EntitySpider; //導入方法依賴的package包/類
public void doRenderLayer(EntitySpider entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
this.spiderRenderer.bindTexture(SPIDER_EYES);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(1, 1);
if (entitylivingbaseIn.isInvisible())
{
GlStateManager.depthMask(false);
}
else
{
GlStateManager.depthMask(true);
}
int i = 61680;
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.spiderRenderer.getMainModel().render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
j = i % 65536;
k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
this.spiderRenderer.func_177105_a(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
}
示例3: shouldRenderPass
import net.minecraft.entity.monster.EntitySpider; //導入方法依賴的package包/類
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntitySpider par1EntitySpider, int par2, float par3)
{
if (par2 != 0)
{
return -1;
}
else
{
this.bindTexture(spiderEyesTextures);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
if (par1EntitySpider.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char var4 = 61680;
int var5 = var4 % 65536;
int var6 = var4 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var5 / 1.0F, (float)var6 / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
return 1;
}
}
示例4: shouldRenderPass
import net.minecraft.entity.monster.EntitySpider; //導入方法依賴的package包/類
protected int shouldRenderPass(EntitySpider p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ != 0)
{
return -1;
}
else
{
this.bindTexture(spiderEyesTextures);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
return 1;
}
}
示例5: setSpiderEyeBrightness
import net.minecraft.entity.monster.EntitySpider; //導入方法依賴的package包/類
/**
* Sets the spider's glowing eyes
*/
protected int setSpiderEyeBrightness(EntitySpider par1EntitySpider, int par2, float par3)
{
if (par2 != 0)
{
return -1;
}
else
{
this.bindTexture(spiderEyesTextures);
float f1 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
if (par1EntitySpider.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
return 1;
}
}