Made the world actually load!

This commit is contained in:
peytonplayz585 2023-07-27 00:21:52 -07:00
parent 6d89b9eb75
commit 479252d9de
6 changed files with 75 additions and 83 deletions

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resources/char.png Normal file

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@ -52,13 +52,7 @@ public class MinecraftMain {
//minecraft.minecraftUri = "127.0.0.1:25565";
minecraft.session = new Session("PeytonPlayz595", "WebGL-Emulator");
Thread thread = new Thread (minecraft, "Minecraft main Thread");
try {
thread.run();
} catch(Exception e) {
minecraft.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + e + "]"));
e.printStackTrace();
return;
}
}
@JSBody(params = { }, script = "return window.classicConfig;")

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@ -596,6 +596,9 @@ public final class Minecraft implements Runnable {
}
public final void setLevel(World var1) {
this.theWorld = var1;
if(this.theWorld != null) {
this.theWorld.setLevel();
}

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@ -163,7 +163,7 @@ public class RenderEngine {
}
public int getTextureForDownloadableImage(String s, String s1) {
return getTexture("/mob/char.png");
return getTexture("/char.png");
}
private int averageColor(int i, int j) {

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@ -95,7 +95,7 @@ public abstract class Render {
Render var27 = this;
GL11.glEnable(GL11.GL_BLEND);
RenderEngine var10 = this.renderManager.renderEngine;
RenderEngine.bindTexture(var10.getTexture("%%/shadow.png"));
RenderEngine.bindTexture(var10.getTexture("%clamp%/shadow.png"));
World var11 = this.renderManager.worldObj;
GL11.glDepthMask(false);
var12 = this.shadowSize;

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@ -22,8 +22,6 @@ public class RenderLiving extends Render {
public void a(EntityLiving var1, float var2, float var3, float var4, float var5, float var6) {
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_CULL_FACE);
try {
var5 = var1.prevRenderYawOffset + (var1.renderYawOffset - var1.prevRenderYawOffset) * var6;
float var7 = var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var6;
float var8 = var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var6;
@ -105,9 +103,6 @@ public class RenderLiving extends Render {
}
GL11.glDisable(GL11.GL_NORMALIZE);
} catch (Exception var13) {
var13.printStackTrace();
}
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glPopMatrix();