/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(EntityFallingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.getBlock() != null)
{
this.bindTexture(TextureMap.locationBlocksTexture);
IBlockState iblockstate = entity.getBlock();
Block block = iblockstate.getBlock();
BlockPos blockpos = new BlockPos(entity);
World world = entity.getWorldObj();
if (iblockstate != world.getBlockState(blockpos) && block.getRenderType() != -1)
{
if (block.getRenderType() == 3)
{
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
GlStateManager.disableLighting();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.BLOCK);
int i = blockpos.getX();
int j = blockpos.getY();
int k = blockpos.getZ();
worldrenderer.setTranslation((double)((float)(-i) - 0.5F), (double)(-j), (double)((float)(-k) - 0.5F));
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
IBakedModel ibakedmodel = blockrendererdispatcher.getModelFromBlockState(iblockstate, world, (BlockPos)null);
blockrendererdispatcher.getBlockModelRenderer().renderModel(world, ibakedmodel, iblockstate, blockpos, worldrenderer, false);
worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
GlStateManager.enableLighting();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
}
}
RenderFallingBlock.java 文件源码
java
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项目:DecompiledMinecraft
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