Fixed water, messed with Tessellator...

This commit is contained in:
peytonplayz585 2023-07-27 03:48:23 -07:00
parent db04f8a80a
commit 4ab4413114
4 changed files with 33 additions and 153 deletions

View File

@ -14724,44 +14724,44 @@ function nmcr_RenderBlocks_renderBlockOnInventory($this, $var1) {
if ($var3) {
if ($var3 == 1) {
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_RenderBlocks_renderBlockPlant($this, $var1, (-1), (-0.5), (-0.5), (-0.5));
nmcr_Tessellator_draw($var2);
} else if ($var3 == 6) {
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_RenderBlocks_renderBlockCrops($this, $var1, (-1), (-0.5), (-0.5), (-0.5));
nmcr_Tessellator_draw($var2);
} else if ($var3 == 2) {
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_RenderBlocks_renderBlockTorch($this, $var1, (-0.5), (-0.5), (-0.5), 0.0, 0.0);
nmcr_Tessellator_draw($var2);
}
} else {
olo_WebGLManager_glTranslatef((-0.5), (-0.5), (-0.5));
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_RenderBlocks_renderBlockBottom($this, $var1, 0.0, 0.0, 0.0, $var1.$getBlockTextureFromSide(0));
nmcr_Tessellator_draw($var2);
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, 1.0, 0.0);
olo_WebGLManager_glNormal3f(0.0, 1.0, 0.0);
nmcr_RenderBlocks_renderBlockTop($this, $var1, 0.0, 0.0, 0.0, $var1.$getBlockTextureFromSide(1));
nmcr_Tessellator_draw($var2);
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, 0.0, (-1.0));
olo_WebGLManager_glNormal3f(0.0, 0.0, (-1.0));
nmcr_RenderBlocks_renderBlockNorth($this, $var1, 0, 0, 0, $var1.$getBlockTextureFromSide(2));
nmcr_Tessellator_draw($var2);
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 0.0, 0.0, 1.0);
olo_WebGLManager_glNormal3f(0.0, 0.0, 1.0);
nmcr_RenderBlocks_renderBlockSouth($this, $var1, 0, 0, 0, $var1.$getBlockTextureFromSide(3));
nmcr_Tessellator_draw($var2);
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, (-1.0), 0.0, 0.0);
olo_WebGLManager_glNormal3f((-1.0), 0.0, 0.0);
nmcr_RenderBlocks_renderBlockWest($this, $var1, 0, 0, 0, $var1.$getBlockTextureFromSide(4));
nmcr_Tessellator_draw($var2);
nmcr_Tessellator_startDrawingQuads($var2);
nmcr_Tessellator_setNormal($var2, 1.0, 0.0, 0.0);
olo_WebGLManager_glNormal3f(1.0, 0.0, 0.0);
nmcr_RenderBlocks_renderBlockEast($this, $var1, 0, 0, 0, $var1.$getBlockTextureFromSide(5));
nmcr_Tessellator_draw($var2);
olo_WebGLManager_glTranslatef(0.5, 0.5, 0.5);
@ -14933,7 +14933,7 @@ function nmcm_ModelRenderer_render($this, $var1) {
$var9 = nmgp_Vec3D_normalize(nmgp_Vec3D_subtract($var10000.$vertexPositions.data[1].$vector3D, $var10000.$vertexPositions.data[0].$vector3D));
$var10 = nmgp_Vec3D_normalize(nmgp_Vec3D_subtract($var10000.$vertexPositions.data[1].$vector3D, $var10000.$vertexPositions.data[2].$vector3D));
$var12 = nmgp_Vec3D_normalize(nmgp_Vec3D__init_($var9.$yCoord * $var10.$zCoord - $var9.$zCoord * $var10.$yCoord, $var9.$zCoord * $var10.$xCoord - $var9.$xCoord * $var10.$zCoord, $var9.$xCoord * $var10.$yCoord - $var9.$yCoord * $var10.$xCoord));
nmcr_Tessellator_setNormal($var4, -$var12.$xCoord, -$var12.$yCoord, -$var12.$zCoord);
olo_WebGLManager_glNormal3f( -$var12.$xCoord, -$var12.$yCoord, -$var12.$zCoord);
$var11 = 0;
while ($var11 < 4) {
$var12 = $var10000.$vertexPositions.data[$var11];
@ -15885,7 +15885,7 @@ function nmglb_BlockFluid_quantityDropped($this, $var1) {
return 0;
}
function nmglb_BlockFluid_getRenderBlockPass($this) {
return $this.$material !== nmglm_Material_water ? 0 : 1;
return 0;
}
function nmglb_BlockFluid_randomDisplayTick($this, $var1, $var2, $var3, $var4, $var5) {
var $var9, $var9_0, var$8, var$9, var$10, $var6;
@ -29169,7 +29169,6 @@ function nmcr_Tessellator() {
a.$color = 0;
a.$hasColor = 0;
a.$hasTexture = 0;
a.$hasNormals = 0;
a.$rawBufferIndex = 0;
a.$addedVertices = 0;
a.$isColorDisabled = 0;
@ -29177,10 +29176,7 @@ function nmcr_Tessellator() {
a.$xOffset = 0.0;
a.$yOffset = 0.0;
a.$zOffset = 0.0;
a.$normal = 0;
a.$isDrawing = 0;
a.$useVBO = 0;
a.$bufferSize = 0;
}
var nmcr_Tessellator_instance = null;
function nmcr_Tessellator_$callClinit() {
@ -29197,8 +29193,6 @@ function nmcr_Tessellator_draw($this) {
olo_WebGLManager_glEnableVertexAttrib(32888);
if ($this.$hasColor)
olo_WebGLManager_glEnableVertexAttrib(32886);
if ($this.$hasNormals)
olo_WebGLManager_glEnableVertexAttrib(32885);
var$1 = $this.$drawMode;
var$2 = $this.$vertexCount;
var$3 = $this.$intBuffer.buffer;
@ -29208,8 +29202,6 @@ function nmcr_Tessellator_draw($this) {
olo_WebGLManager_glDisableVertexAttrib(32888);
if ($this.$hasColor)
olo_WebGLManager_glDisableVertexAttrib(32886);
if ($this.$hasNormals)
olo_WebGLManager_glDisableVertexAttrib(32885);
}
$var1 = $this.$rawBufferIndex * 4 | 0;
nmcr_Tessellator_reset($this);
@ -29229,7 +29221,6 @@ function nmcr_Tessellator_startDrawing($this, $par1) {
$this.$isDrawing = 1;
nmcr_Tessellator_reset($this);
$this.$drawMode = $par1;
$this.$hasNormals = 0;
$this.$hasColor = 0;
$this.$hasTexture = 0;
$this.$isColorDisabled = 0;
@ -29275,7 +29266,7 @@ function nmcr_Tessellator_addVertexWithUV($this, $par1, $par3, $par5, $par7, $pa
nmcr_Tessellator_addVertex($this, $par1, $par3, $par5);
}
function nmcr_Tessellator_addVertex($this, $par1, $par3, $par5) {
var $bufferIndex, $intBuffer0, $floatBuffer0, var$7, var$8, var$9;
var $bufferIndex, $intBuffer0, $floatBuffer0, var$7, var$8;
if ($this.$addedVertices > 65534)
return;
$this.$addedVertices = $this.$addedVertices + 1 | 0;
@ -29302,13 +29293,8 @@ function nmcr_Tessellator_addVertex($this, $par1, $par3, $par5) {
}
if ($this.$hasColor) {
var$7 = $bufferIndex + 5 | 0;
var$9 = $this.$color;
$intBuffer0[var$7] = var$9;
}
if ($this.$hasNormals) {
$bufferIndex = $bufferIndex + 6 | 0;
var$7 = $this.$normal;
$intBuffer0[$bufferIndex] = var$7;
$bufferIndex = $this.$color;
$intBuffer0[var$7] = $bufferIndex;
}
$this.$rawBufferIndex = $this.$rawBufferIndex + 7 | 0;
}
@ -29319,10 +29305,7 @@ function nmcr_Tessellator_disableColor($this) {
$this.$isColorDisabled = 1;
}
function nmcr_Tessellator_setNormal($this, $par1, $par2, $par3) {
var $len;
$this.$hasNormals = 1;
$len = jl_Math_sqrt($par1 * $par1 + $par2 * $par2 + $par3 * $par3);
$this.$normal = (($par1 / $len * 125.0 | 0) + 125 | 0) & 255 | ((($par2 / $len * 125.0 | 0) + 125 | 0) & 255) << 8 | ((($par3 / $len * 125.0 | 0) + 125 | 0) & 255) << 16;
olo_WebGLManager_glNormal3f($par1, $par2, $par3);
}
function nmcr_Tessellator__clinit_() {
var var$1, var$2;
@ -29331,13 +29314,10 @@ function nmcr_Tessellator__clinit_() {
var$1.$vertexCount = 0;
var$1.$hasColor = 0;
var$1.$hasTexture = 0;
var$1.$hasNormals = 0;
var$1.$rawBufferIndex = 0;
var$1.$addedVertices = 0;
var$1.$isColorDisabled = 0;
var$1.$isDrawing = 0;
var$1.$useVBO = 0;
var$1.$bufferSize = 285000;
var$2 = new ArrayBuffer(1140000);
var$1.$intBuffer = new Int32Array(var$2);
var$1.$floatBuffer = new Float32Array(var$2);
@ -35270,32 +35250,32 @@ function nmcre_Render_renderOffsetAABB($var0) {
$var1 = nmcr_Tessellator_instance;
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
nmcr_Tessellator_startDrawingQuads($var1);
nmcr_Tessellator_setNormal($var1, 0.0, 0.0, (-1.0));
olo_WebGLManager_glNormal3f(0.0, 0.0, (-1.0));
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_setNormal($var1, 0.0, 0.0, 1.0);
olo_WebGLManager_glNormal3f(0.0, 0.0, 1.0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$minY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$maxZ0);
nmcr_Tessellator_setNormal($var1, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$minY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$maxZ0);
nmcr_Tessellator_setNormal($var1, 0.0, 1.0, 0.0);
olo_WebGLManager_glNormal3f(0.0, 1.0, 0.0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_setNormal($var1, (-1.0), 0.0, 0.0);
olo_WebGLManager_glNormal3f((-1.0), 0.0, 0.0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$maxZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$minX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_setNormal($var1, 1.0, 0.0, 0.0);
olo_WebGLManager_glNormal3f(1.0, 0.0, 0.0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$minY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$minZ0);
nmcr_Tessellator_addVertex($var1, $var0.$maxX0, $var0.$maxY0, $var0.$maxZ0);
@ -35713,7 +35693,7 @@ function nmcre_RenderItem_doRender($this, $var1, $var2, $var3, $var4, $var5, $va
olo_WebGLManager_glTranslatef((ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896, (ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896, (ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896);
olo_WebGLManager_glRotatef(180.0 - $this.$renderManager.$playerViewY, 0.0, 1.0, 0.0);
nmcr_Tessellator_startDrawingQuads($var15);
nmcr_Tessellator_setNormal($var15, 0.0, 1.0, 0.0);
olo_WebGLManager_glNormal3f(0.0, 1.0, 0.0);
nmcr_Tessellator_addVertexWithUV($var15, (-0.5), (-0.25), 0.0, var$15, var$16);
nmcr_Tessellator_addVertexWithUV($var15, 0.5, (-0.25), 0.0, var$17, var$16);
nmcr_Tessellator_addVertexWithUV($var15, 0.5, 0.75, 0.0, var$17, var$18);
@ -35749,7 +35729,7 @@ function nmcre_RenderItem_doRender($this, $var1, $var2, $var3, $var4, $var5, $va
olo_WebGLManager_glTranslatef((ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896, (ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896, (ju_Random_nextFloat($this.$random3) * 2.0 - 1.0) * 0.30000001192092896);
olo_WebGLManager_glRotatef(180.0 - $this.$renderManager.$playerViewY, 0.0, 1.0, 0.0);
nmcr_Tessellator_startDrawingQuads($var15);
nmcr_Tessellator_setNormal($var15, 0.0, 1.0, 0.0);
olo_WebGLManager_glNormal3f(0.0, 1.0, 0.0);
nmcr_Tessellator_addVertexWithUV($var15, (-0.5), (-0.25), 0.0, var$15, var$16);
nmcr_Tessellator_addVertexWithUV($var15, 0.5, (-0.25), 0.0, var$17, var$16);
nmcr_Tessellator_addVertexWithUV($var15, 0.5, 0.75, 0.0, var$17, var$18);
@ -40911,7 +40891,7 @@ function nmcre_RenderPainting_doRender($this, $var1, $var2, $var3, $var4, $var5,
nmcr_Tessellator_$callClinit();
$var29 = nmcr_Tessellator_instance;
nmcr_Tessellator_startDrawingQuads($var29);
nmcr_Tessellator_setNormal($var29, 0.0, 0.0, (-1.0));
olo_WebGLManager_glNormal3f(0.0, 0.0, (-1.0));
var$36 = $var11;
var$37 = $var14;
var$38 = $var16;
@ -40924,27 +40904,27 @@ function nmcre_RenderPainting_doRender($this, $var1, $var2, $var3, $var4, $var5,
var$39 = $var10002;
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$42, (-0.5), var$41, var$39);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, (-0.5), var$38, var$39);
nmcr_Tessellator_setNormal($var29, 0.0, 0.0, 1.0);
olo_WebGLManager_glNormal3f(0.0, 0.0, 1.0);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, 0.5, 0.75, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$42, 0.5, 0.8125, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$37, 0.5, 0.8125, 0.0625);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$37, 0.5, 0.75, 0.0625);
nmcr_Tessellator_setNormal($var29, 0.0, (-1.0), 0.0);
olo_WebGLManager_glNormal3f(0.0, (-1.0), 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, (-0.5), 0.75, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$42, (-0.5), 0.8125, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$42, 0.5, 0.8125, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, 0.5, 0.75, 0.001953125);
nmcr_Tessellator_setNormal($var29, 0.0, 1.0, 0.0);
olo_WebGLManager_glNormal3f(0.0, 1.0, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$37, 0.5, 0.75, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$37, 0.5, 0.8125, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$37, (-0.5), 0.8125, 0.001953125);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$37, (-0.5), 0.75, 0.001953125);
nmcr_Tessellator_setNormal($var29, (-1.0), 0.0, 0.0);
olo_WebGLManager_glNormal3f((-1.0), 0.0, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, 0.5, 0.751953125, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$37, 0.5, 0.751953125, 0.0625);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$37, (-0.5), 0.751953125, 0.0625);
nmcr_Tessellator_addVertexWithUV($var29, var$36, var$42, (-0.5), 0.751953125, 0.0);
nmcr_Tessellator_setNormal($var29, 1.0, 0.0, 0.0);
olo_WebGLManager_glNormal3f(1.0, 0.0, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$42, (-0.5), 0.751953125, 0.0);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$37, (-0.5), 0.751953125, 0.0625);
nmcr_Tessellator_addVertexWithUV($var29, var$40, var$37, 0.5, 0.751953125, 0.0625);

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@ -6,89 +6,26 @@ import org.teavm.jso.typedarrays.Float32Array;
import org.teavm.jso.typedarrays.Int32Array;
public class Tessellator {
/** The byte buffer used for GL allocation. */
private Int32Array intBuffer;
private Float32Array floatBuffer;
/**
* The number of vertices to be drawn in the next draw call. Reset to 0 between
* draw calls.
*/
private int vertexCount = 0;
/** The first coordinate to be used for the texture. */
private float textureU;
/** The second coordinate to be used for the texture. */
private float textureV;
/** The color (RGBA) value to be used for the following draw call. */
private int color;
/**
* Whether the current draw object for this tessellator has color values.
*/
private boolean hasColor = false;
/**
* Whether the current draw object for this tessellator has texture coordinates.
*/
private boolean hasTexture = false;
/**
* Whether the current draw object for this tessellator has normal values.
*/
private boolean hasNormals = false;
/** The index into the raw buffer to be used for the next data. */
private int rawBufferIndex = 0;
/**
* The number of vertices manually added to the given draw call. This differs
* from vertexCount because it adds extra vertices when converting quads to
* triangles.
*/
private int addedVertices = 0;
/** Disables all color information for the following draw call. */
private boolean isColorDisabled = false;
/** The draw mode currently being used by the tessellator. */
private int drawMode;
/**
* An offset to be applied along the x-axis for all vertices in this draw call.
*/
private double xOffset;
/**
* An offset to be applied along the y-axis for all vertices in this draw call.
*/
private double yOffset;
/**
* An offset to be applied along the z-axis for all vertices in this draw call.
*/
private double zOffset;
/** The normal to be applied to the face being drawn. */
private int normal;
/** The static instance of the Tessellator. */
public static final Tessellator instance = new Tessellator(285000);
/** Whether this tessellator is currently in draw mode. */
private boolean isDrawing = false;
/** Whether we are currently using VBO or not. */
private boolean useVBO = false;
/** The size of the buffers used (in integers). */
private int bufferSize;
private Tessellator(int par1) {
this.bufferSize = par1;
ArrayBuffer a = ArrayBuffer.create(par1 * 4);
this.intBuffer = Int32Array.create(a);
this.floatBuffer = Float32Array.create(a);
@ -113,10 +50,6 @@ public class Tessellator {
if (this.hasColor) {
GL11.glEnableVertexAttrib(GL11.GL_COLOR_ARRAY);
}
if (this.hasNormals) {
GL11.glEnableVertexAttrib(GL11.GL_NORMAL_ARRAY);
}
GL11.glDrawArrays(this.drawMode, 0, this.vertexCount, Int32Array.create(intBuffer.getBuffer(), 0, this.vertexCount * 7));
@ -127,10 +60,6 @@ public class Tessellator {
if (this.hasColor) {
GL11.glDisableVertexAttrib(GL11.GL_COLOR_ARRAY);
}
if (this.hasNormals) {
GL11.glDisableVertexAttrib(GL11.GL_NORMAL_ARRAY);
}
}
int var1 = this.rawBufferIndex * 4;
@ -144,7 +73,6 @@ public class Tessellator {
*/
private void reset() {
this.vertexCount = 0;
//this.byteBuffer.clear();
this.rawBufferIndex = 0;
this.addedVertices = 0;
}
@ -167,7 +95,6 @@ public class Tessellator {
this.isDrawing = true;
this.reset();
this.drawMode = par1;
this.hasNormals = false;
this.hasColor = false;
this.hasTexture = false;
this.isColorDisabled = false;
@ -281,10 +208,6 @@ public class Tessellator {
intBuffer0.set(bufferIndex + 5, this.color);
}
if (this.hasNormals) {
intBuffer0.set(bufferIndex + 6, this.normal);
}
this.rawBufferIndex += 7;
}
@ -321,29 +244,6 @@ public class Tessellator {
* Sets the normal for the current draw call.
*/
public void setNormal(float par1, float par2, float par3) {
this.hasNormals = true;
float len = (float) Math.sqrt(par1 * par1 + par2 * par2 + par3 * par3);
int var4 = (int)((par1 / len) * 125.0F) + 125;
int var5 = (int)((par2 / len) * 125.0F) + 125;
int var6 = (int)((par3 / len) * 125.0F) + 125;
this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
}
/**
* Sets the translation for all vertices in the current draw call.
*/
public void setTranslationD(double par1, double par3, double par5) {
this.xOffset = par1;
this.yOffset = par3;
this.zOffset = par5;
}
/**
* Offsets the translation for all vertices in the current draw call.
*/
public void setTranslationF(float par1, float par2, float par3) {
this.xOffset += (float) par1;
this.yOffset += (float) par2;
this.zOffset += (float) par3;
GL11.glNormal3f(par1, par2, par3);
}
}

View File

@ -167,7 +167,7 @@ public class BlockFluid extends Block {
}
public int getRenderBlockPass() {
return this.material == Material.water ? 1 : 0;
return 0;
}
public final void randomDisplayTick(World var1, int var2, int var3, int var4, Random var5) {