I mean... It kinda works... ¯\_(ツ)_/¯
The Shape Renderer is fucked up but it still works... kinda
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@ -16,6 +16,8 @@ public final class ShapeRenderer {
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private float b;
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private boolean color = false;
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private boolean texture = false;
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private boolean normals = false;
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private int normal;
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private int vertexLength = 3;
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private int length = 0;
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private boolean noColor = false;
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@ -23,41 +25,37 @@ public final class ShapeRenderer {
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public final void end() {
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if(this.vertices > 0) {
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this.buffer.clear();
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this.buffer.put(this.data, 0, this.length);
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this.buffer.flip();
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if(this.texture && this.color) {
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GL11.glInterleavedArrays(10794, 0, this.buffer);
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} else if(this.texture) {
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GL11.glInterleavedArrays(10791, 0, this.buffer);
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} else if(this.color) {
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GL11.glInterleavedArrays(10788, 0, this.buffer);
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} else {
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GL11.glInterleavedArrays(10785, 0, this.buffer);
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if (this.texture) {
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GL11.glEnableVertexAttrib(GL11.GL_TEXTURE_COORD_ARRAY);
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}
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if (this.color) {
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GL11.glEnableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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if (this.normals) {
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GL11.glEnableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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GL11._wglDrawArrays(7, 0, this.vertices);
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if (this.texture) {
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GL11.glDisableVertexAttrib(GL11.GL_TEXTURE_COORD_ARRAY);
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}
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GL11.glEnableClientState('\u8074');
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if(this.texture) {
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GL11.glEnableClientState('\u8078');
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if (this.color) {
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GL11.glDisableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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if(this.color) {
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GL11.glEnableClientState('\u8076');
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if (this.normals) {
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GL11.glDisableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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GL11.glDrawArrays(7, 0, this.vertices);
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GL11.glDisableClientState('\u8074');
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if(this.texture) {
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GL11.glDisableClientState('\u8078');
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}
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if(this.color) {
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GL11.glDisableClientState('\u8076');
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}
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}
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this.clear();
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this.clear();
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}
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private void clear() {
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@ -68,6 +66,7 @@ public final class ShapeRenderer {
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public final void begin() {
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this.clear();
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this.normals = false;
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this.color = false;
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this.texture = false;
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this.noColor = false;
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@ -108,6 +107,10 @@ public final class ShapeRenderer {
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this.data[this.length++] = this.g;
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this.data[this.length++] = this.b;
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}
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if(this.normals) {
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this.data[this.length++] = this.normal;
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}
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this.data[this.length++] = var1;
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this.data[this.length++] = var2;
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@ -151,7 +154,13 @@ public final class ShapeRenderer {
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}
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public final void normal(float var1, float var2, float var3) {
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GL11.glNormal3f(var1, var2, var3);
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this.normals = true;
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float len = (float) Math.sqrt(var1 * var1 + var2 * var2 + var3 * var3);
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int var4 = (int) ((var1 / len) * 127.0F) + 127;
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int var5 = (int) ((var2 / len) * 127.0F) + 127;
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int var6 = (int) ((var3 / len) * 127.0F) + 127;
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this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
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GL11.glNormal3f(var1, var2, var3);
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}
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}
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