private void drawBeam(TileEntityDustActive te,float partialTicks) {
GlStateManager.alphaFunc(GL11.GL_GEQUAL, 0.1F);
//looks like the GL flags get reset by the renderBeamSegment thing, so we are stuck with the solid beam if we want to just call instead of copy
this.bindTexture(getBeamTexture(te.beamdata));
GlStateManager.disableFog();
Color beamColor = new Color(te.beamdata.color);
Vec3d off = te.beamdata.offset;
float[] colors = new float[]{beamColor.getRed()/255F,beamColor.getGreen()/255F,beamColor.getBlue()/255F};
//renderBeamSegment(double x, double y, double z, double partialTicks, double shouldBeamrender, double totalWorldTime, int verticalOffset, int height, float[] colors, double beamRadius, double glowRadius)
//looks like shouldBeamRender affects the scale/speed of the texture animation
TileEntityBeaconRenderer.renderBeamSegment(off.x, off.y, off.z, partialTicks, getTextureScale(te.beamdata), te.beamdata.doesRotate?(double)te.getWorld().getTotalWorldTime() : partialTicks, 0, te.beamdata.height, colors, te.beamdata.beamRadius,te.beamdata.glowRadius);
GlStateManager.enableFog();
}
RenderDustActive.java 文件源码
java
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项目:Runes-of-Wizardry
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