removed unnecessary Math.sqrt
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e21aceff9f
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47db5ab389
10794
javascript/classes.js
10794
javascript/classes.js
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@ -739,6 +739,8 @@ public class GuiIngame extends Gui {
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public void renderCrosshairs(int w, int h) {
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public void renderCrosshairs(int w, int h) {
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tex_icons.bindTexture();
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tex_icons.bindTexture();
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EaglerAdapter.glEnable(EaglerAdapter.GL_TEXTURE_2D);
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EaglerAdapter.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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EaglerAdapter.glEnable(EaglerAdapter.GL_BLEND);
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EaglerAdapter.glEnable(EaglerAdapter.GL_BLEND);
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EaglerAdapter.glBlendFunc(EaglerAdapter.GL_ONE_MINUS_DST_COLOR, EaglerAdapter.GL_ONE_MINUS_SRC_COLOR);
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EaglerAdapter.glBlendFunc(EaglerAdapter.GL_ONE_MINUS_DST_COLOR, EaglerAdapter.GL_ONE_MINUS_SRC_COLOR);
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@ -22,7 +22,7 @@ public class TexturedQuad {
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par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float) par2 / par6 + var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float) par2 / par6 + var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float) par2 / par6 + var8, (float) par5 / par7 - var9);
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par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float) par2 / par6 + var8, (float) par5 / par7 - var9);
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par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float) par4 / par6 - var8, (float) par5 / par7 - var9);
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par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float) par4 / par6 - var8, (float) par5 / par7 - var9);
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this.normal = normal;
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this.normal = normal.normalize();
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}
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}
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public void flipFace() {
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public void flipFace() {
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@ -347,6 +347,17 @@ public class Tessellator {
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* Sets the normal for the current draw call.
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* Sets the normal for the current draw call.
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*/
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*/
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public void setNormal(float par1, float par2, float par3) {
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public void setNormal(float par1, float par2, float par3) {
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this.hasNormals = true;
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int var4 = (int)(par1 * 127.0F) + 127;
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int var5 = (int)(par2 * 127.0F) + 127;
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int var6 = (int)(par3 * 127.0F) + 127;
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this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
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}
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/**
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* Sets the normal for the current draw call.
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*/
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public void setNormalN(float par1, float par2, float par3) {
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this.hasNormals = true;
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this.hasNormals = true;
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float len = (float) Math.sqrt(par1 * par1 + par2 * par2 + par3 * par3);
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float len = (float) Math.sqrt(par1 * par1 + par2 * par2 + par3 * par3);
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int var4 = (int)((par1 / len) * 127.0F) + 127;
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int var4 = (int)((par1 / len) * 127.0F) + 127;
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