Fixed more Rendering BS, arrows render correctly!
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@ -178,64 +178,55 @@ public class Arrow extends Entity
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@Override
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public void render(float unknown0)
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{
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{
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textureId = new TextureLocation("/item/arrows.png").bindTexture();
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float brightness = level.getBrightness((int)x, (int)y, (int)z);
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GL11.glPushMatrix();
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GL11.glColor4f(brightness, brightness, brightness, 1.0F);
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GL11.glTranslatef(xo + (x - xo) * unknown0, this.yo + (this.y - this.yo) * unknown0 - this.heightOffset / 2.0F, this.zo + (this.z - this.zo) * unknown0);
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GL11.glRotatef(yRotO + (yRot - yRotO) * unknown0 - 90.0F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(xRotO + (xRot - xRotO) * unknown0, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
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Tessellator var10 = Tessellator.instance;
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byte var11 = 0;
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float fix = 0.002f;
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float var12 = 0.0F + fix;
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float var13 = 0.5F - fix;
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float var14 = (float) (0 + var11 * 10) / 32.0F + fix;
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float var15 = (float) (5 + var11 * 10) / 32.0F - fix;
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float var16 = 0.0F + fix;
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float var17 = 0.15625F - fix;
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float var18 = (float) (5 + var11 * 10) / 32.0F + fix;
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float var19 = (float) (10 + var11 * 10) / 32.0F - fix;
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float var20 = 0.05625F + fix;
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GL11.glEnable(GL11.GL_RESCALE_NORMAL);
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GL11.glScalef(0.05625F, var20, var20);
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GL11.glNormal3f(var20, 0.0F, 0.0F);
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var10.startDrawingQuads();
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var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) var16, (double) var18);
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var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) var17, (double) var18);
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var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) var17, (double) var19);
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var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) var16, (double) var19);
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var10.draw();
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GL11.glNormal3f(-var20, 0.0F, 0.0F);
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var10.startDrawingQuads();
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var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) var16, (double) var18);
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var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) var17, (double) var18);
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var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) var17, (double) var19);
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var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) var16, (double) var19);
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var10.draw();
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Tessellator tessellator = Tessellator.instance;
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unknown0 = 0.5F;
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float unknown1 = (float)(0 + type * 10) / 32.0F;
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float unknown2 = (float)(5 + type * 10) / 32.0F;
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float unknown3 = 0.15625F;
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float unknown4 = (float)(5 + type * 10) / 32.0F;
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float unknown5 = (float)(10 + type * 10) / 32.0F;
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float unknown6 = 0.05625F;
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GL11.glScalef(0.05625F, unknown6, unknown6);
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GL11.glNormal3f(unknown6, 0.0F, 0.0F);
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tessellator.startDrawing();
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tessellator.addVertexWithUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown4);
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tessellator.addVertexWithUV(-7.0F, -2.0F, 2.0F, unknown3, unknown4);
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tessellator.addVertexWithUV(-7.0F, 2.0F, 2.0F, unknown3, unknown5);
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tessellator.addVertexWithUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown5);
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tessellator.draw();
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GL11.glNormal3f(-unknown6, 0.0F, 0.0F);
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tessellator.startDrawing();
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tessellator.addVertexWithUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown4);
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tessellator.addVertexWithUV(-7.0F, 2.0F, 2.0F, unknown3, unknown4);
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tessellator.addVertexWithUV(-7.0F, -2.0F, 2.0F, unknown3, unknown5);
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tessellator.addVertexWithUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown5);
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tessellator.draw();
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for(int unknown7 = 0; unknown7 < 4; unknown7++)
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{
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for (int var23 = 0; var23 < 4; ++var23) {
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GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
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GL11.glNormal3f(0.0F, -unknown6, 0.0F);
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tessellator.addVertexWithUV(-8.0F, -2.0F, 0.0F, 0.0F, unknown1);
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tessellator.addVertexWithUV(8.0F, -2.0F, 0.0F, unknown0, unknown1);
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tessellator.addVertexWithUV(8.0F, 2.0F, 0.0F, unknown0, unknown2);
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tessellator.addVertexWithUV(-8.0F, 2.0F, 0.0F, 0.0F, unknown2);
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tessellator.draw();
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GL11.glNormal3f(0.0F, 0.0F, -var20);
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var10.startDrawingQuads();
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var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double) var12, (double) var14);
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var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double) var13, (double) var14);
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var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double) var13, (double) var15);
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var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double) var12, (double) var15);
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var10.draw();
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}
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_RESCALE_NORMAL);
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GL11.glPopMatrix();
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}
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