java类net.minecraft.client.renderer.GLAllocation的实例源码

Mipmaps.java 文件源码 项目:BaseClient 阅读 25 收藏 0 点赞 0 评论 0
public static IntBuffer[] makeMipmapBuffers(Dimension[] p_makeMipmapBuffers_0_, int[][] p_makeMipmapBuffers_1_)
{
    if (p_makeMipmapBuffers_0_ == null)
    {
        return null;
    }
    else
    {
        IntBuffer[] aintbuffer = new IntBuffer[p_makeMipmapBuffers_0_.length];

        for (int i = 0; i < p_makeMipmapBuffers_0_.length; ++i)
        {
            Dimension dimension = p_makeMipmapBuffers_0_[i];
            int j = dimension.width * dimension.height;
            IntBuffer intbuffer = GLAllocation.createDirectIntBuffer(j);
            int[] aint = p_makeMipmapBuffers_1_[i];
            intbuffer.clear();
            intbuffer.put(aint);
            intbuffer.clear();
            aintbuffer[i] = intbuffer;
        }

        return aintbuffer;
    }
}
ModelRenderer.java 文件源码 项目:BaseClient 阅读 20 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
private void compileDisplayList(float scale)
{
    if (this.displayList == 0)
    {
        this.savedScale = scale;
        this.displayList = GLAllocation.generateDisplayLists(1);
    }

    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
    }

    for (int j = 0; j < this.spriteList.size(); ++j)
    {
        ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
        modelsprite.render(Tessellator.getInstance(), scale);
    }

    GL11.glEndList();
    this.compiled = true;
}
Mipmaps.java 文件源码 项目:BaseClient 阅读 52 收藏 0 点赞 0 评论 0
public static IntBuffer[] makeMipmapBuffers(Dimension[] p_makeMipmapBuffers_0_, int[][] p_makeMipmapBuffers_1_)
{
    if (p_makeMipmapBuffers_0_ == null)
    {
        return null;
    }
    else
    {
        IntBuffer[] aintbuffer = new IntBuffer[p_makeMipmapBuffers_0_.length];

        for (int i = 0; i < p_makeMipmapBuffers_0_.length; ++i)
        {
            Dimension dimension = p_makeMipmapBuffers_0_[i];
            int j = dimension.width * dimension.height;
            IntBuffer intbuffer = GLAllocation.createDirectIntBuffer(j);
            int[] aint = p_makeMipmapBuffers_1_[i];
            intbuffer.clear();
            intbuffer.put(aint);
            intbuffer.clear();
            aintbuffer[i] = intbuffer;
        }

        return aintbuffer;
    }
}
ModelRenderer.java 文件源码 项目:BaseClient 阅读 24 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
private void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
    }

    for (int j = 0; j < this.spriteList.size(); ++j)
    {
        ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
        modelsprite.render(Tessellator.getInstance(), scale);
    }

    GL11.glEndList();
    this.compiled = true;
}
ModelRenderer.java 文件源码 项目:Backmemed 阅读 27 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
private void compileDisplayList(float scale)
{
    if (this.displayList == 0)
    {
        this.savedScale = scale;
        this.displayList = GLAllocation.generateDisplayLists(1);
    }

    GlStateManager.glNewList(this.displayList, 4864);
    VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(vertexbuffer, scale);
    }

    for (int j = 0; j < this.spriteList.size(); ++j)
    {
        ModelSprite modelsprite = (ModelSprite)this.spriteList.get(j);
        modelsprite.render(Tessellator.getInstance(), scale);
    }

    GlStateManager.glEndList();
    this.compiled = true;
}
Mipmaps.java 文件源码 项目:Backmemed 阅读 25 收藏 0 点赞 0 评论 0
public static IntBuffer[] makeMipmapBuffers(Dimension[] p_makeMipmapBuffers_0_, int[][] p_makeMipmapBuffers_1_)
{
    if (p_makeMipmapBuffers_0_ == null)
    {
        return null;
    }
    else
    {
        IntBuffer[] aintbuffer = new IntBuffer[p_makeMipmapBuffers_0_.length];

        for (int i = 0; i < p_makeMipmapBuffers_0_.length; ++i)
        {
            Dimension dimension = p_makeMipmapBuffers_0_[i];
            int j = dimension.width * dimension.height;
            IntBuffer intbuffer = GLAllocation.createDirectIntBuffer(j);
            int[] aint = p_makeMipmapBuffers_1_[i];
            intbuffer.clear();
            intbuffer.put(aint);
            intbuffer.clear();
            aintbuffer[i] = intbuffer;
        }

        return aintbuffer;
    }
}
ModelRenderer.java 文件源码 项目:CustomWorldGen 阅读 25 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GlStateManager.glNewList(this.displayList, 4864);
    VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(vertexbuffer, scale);
    }

    GlStateManager.glEndList();
    this.compiled = true;
}
ChunkRenderer.java 文件源码 项目:CrystalMod 阅读 28 收藏 0 点赞 0 评论 0
public void render(float partialTicks) {

    boolean ineff = false;

    if(ineff){
        updateSimpleRender(partialTicks);
        return;
    }

    if (needsUpdate) {
        if (glRenderList >= 0) {
            GLAllocation.deleteDisplayLists(glRenderList);
            glRenderList = -1;
        }
        glRenderList = GLAllocation.generateDisplayLists(1);
        GL11.glNewList(glRenderList, GL11.GL_COMPILE);
        updateSimpleRender(partialTicks);
        GL11.glEndList();
        needsUpdate = false;
    }
    if(this.glRenderList >=0){
        GlStateManager.callList(glRenderList);
    }
}
ModelCustomRenderer.java 文件源码 项目:metamorph 阅读 24 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
protected void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GlStateManager.glNewList(this.displayList, 4864);
    VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox) this.cubeList.get(i)).render(vertexbuffer, scale);
    }

    GlStateManager.glEndList();
    this.compiled = true;
}
ModelRendererTurbo.java 文件源码 项目:MMDLib-old 阅读 24 收藏 0 点赞 0 评论 0
private void compileDisplayList (float worldScale) {
    if (this.useLegacyCompiler)
        this.compileLegacyDisplayList(worldScale);
    else {
        final Collection<TextureGroup> textures = this.textureGroup.values();
        final Iterator<TextureGroup> itr = textures.iterator();
        this.displayListArray = new int[this.textureGroup.size()];
        for (int i = 0; itr.hasNext(); i++) {
            this.displayListArray[i] = GLAllocation.generateDisplayLists(1);
            GL11.glNewList(this.displayListArray[i], 4864);
            final Tessellator tessellator = Tessellator.getInstance();
            final TextureGroup usedGroup = itr.next();
            for (int j = 0; j < usedGroup.poly.size(); j++)
                usedGroup.poly.get(j).draw(tessellator, worldScale);
            GL11.glEndList();
        }
    }
    this.compiled = true;
}
SculptureRenderCompiler.java 文件源码 项目:DaVincing 阅读 22 收藏 0 点赞 0 评论 0
public boolean update(BlockSlice slice) {
  if (!changed) {
    return false;
  }
  for (int pass = 0; pass < 2; pass++) {
    if (glDisplayList[pass] < 0) {
      glDisplayList[pass] = GLAllocation.generateDisplayLists(1);
    }
    GL11.glPushMatrix();
    GL11.glNewList(glDisplayList[pass], GL11.GL_COMPILE);
    if (slice.sculpture.needRenderPass(pass)) {
      build(slice, pass);
    }
    GL11.glEndList();
    GL11.glPopMatrix();
  }

  changed = false;
  return true;
}
Mipmaps.java 文件源码 项目:Resilience-Client-Source 阅读 31 收藏 0 点赞 0 评论 0
public static IntBuffer[] makeMipmapBuffers(Dimension[] mipmapDimensions, int[][] mipmapDatas)
{
    if (mipmapDimensions == null)
    {
        return null;
    }
    else
    {
        IntBuffer[] mipmapBuffers = new IntBuffer[mipmapDimensions.length];

        for (int i = 0; i < mipmapDimensions.length; ++i)
        {
            Dimension dim = mipmapDimensions[i];
            int bufLen = dim.width * dim.height;
            IntBuffer buf = GLAllocation.createDirectIntBuffer(bufLen);
            int[] data = mipmapDatas[i];
            buf.clear();
            buf.put(data);
            buf.clear();
            mipmapBuffers[i] = buf;
        }

        return mipmapBuffers;
    }
}
RenderLavaBlob.java 文件源码 项目:Hard-Science 阅读 22 收藏 0 点赞 0 评论 0
private static void compileDisplayList()
{
    displayList = GLAllocation.generateDisplayLists(1);
    GlStateManager.glNewList(displayList, 4864);
    BufferBuilder vertexbuffer = Tessellator.getInstance().getBuffer();

    vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);

    for(RawQuad q : quads)
    {
        for(int i = 0; i < 4; i++)
        {
            Vertex v = q.getVertex(i);
            Vec3d n = v.getNormal();
            vertexbuffer.pos(v.x, v.y, v.z).tex(v.u, v.v).normal((float)n.x, (float)n.y, (float)n.z).endVertex();
        }
    }

    Tessellator.getInstance().draw();

    GlStateManager.glEndList();



}
SculptureRenderCompiler.java 文件源码 项目:minepainter 阅读 31 收藏 0 点赞 0 评论 0
public boolean update(BlockSlice slice){
    if(glDisplayList != null && !changed)return false;

    if(glDisplayList == null)glDisplayList = new int[]{-1,-1};
    for(int pass = 0; pass < 2; pass++){
        if(glDisplayList[pass] < 0)glDisplayList[pass] = GLAllocation.generateDisplayLists(1);
        GL11.glPushMatrix();
        GL11.glNewList(glDisplayList[pass], GL11.GL_COMPILE);
        if(slice.sculpture.needRenderPass(pass))
            build(slice,pass);
        GL11.glEndList();
        GL11.glPopMatrix();
    }       

    changed = false;
    return true;
}
ModelRenderer.java 文件源码 项目:ExpandedRailsMod 阅读 26 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GlStateManager.glNewList(this.displayList, 4864);
    VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(vertexbuffer, scale);
    }

    GlStateManager.glEndList();
    this.compiled = true;
}
MobileChunkRenderer.java 文件源码 项目:archimedes-ships 阅读 25 收藏 0 点赞 0 评论 0
public void markRemoved()
{
    isRemoved = true;

    try
    {
        if (glRenderList != 0)
        {
            ArchimedesShipMod.modLog.debug("Deleting mobile chunk display list " + glRenderList);
            GLAllocation.deleteDisplayLists(glRenderList);
            glRenderList = 0;
        }
    } catch (Exception e)
    {
        ArchimedesShipMod.modLog.error("Failed to destroy mobile chunk display list", e);
    }
}
ModelRenderer.java 文件源码 项目:RuneCraftery 阅读 22 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(tessellator, par1);
    }

    GL11.glEndList();
    this.compiled = true;
}
ModelRenderer.java 文件源码 项目:BetterNutritionMod 阅读 24 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(tessellator, par1);
    }

    GL11.glEndList();
    this.compiled = true;
}
MaemeModelRenderer.java 文件源码 项目:secri 阅读 28 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1) {
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator var2 = Tessellator.instance;

    for (int var3 = 0; var3 < this.cubeList.size(); ++var3) {
        ((ModelBox) this.cubeList.get(var3)).render(var2, par1);
    }

    for(int i = 0; i < this.objs.size(); i++){
        this.objs.get(i).render(par1);
    }

    GL11.glEndList();
    this.compiled = true;
}
MaemeModelRenderer.java 文件源码 项目:secri 阅读 24 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1) {
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator var2 = Tessellator.instance;

    for (int var3 = 0; var3 < this.cubeList.size(); ++var3) {
        ((ModelBox) this.cubeList.get(var3)).render(var2, par1);
    }

    for(int i = 0; i < this.objs.size(); i++){
        this.objs.get(i).render(par1);
    }

    GL11.glEndList();
    this.compiled = true;
}
ModelSizeControls.java 文件源码 项目:iChunUtil 阅读 25 收藏 0 点赞 0 评论 0
public void destroy()
{
    if(shape1.compiled)
    {
        GLAllocation.deleteDisplayLists(shape1.displayList);
    }
    if(shape2.compiled)
    {
        GLAllocation.deleteDisplayLists(shape2.displayList);
    }
    if(shape2_1.compiled)
    {
        GLAllocation.deleteDisplayLists(shape2_1.displayList);
    }
    if(shape2_2.compiled)
    {
        GLAllocation.deleteDisplayLists(shape2_2.displayList);
    }
    if(shape2_3.compiled)
    {
        GLAllocation.deleteDisplayLists(shape2_3.displayList);
    }
}
ModelRenderer.java 文件源码 项目:DecompiledMinecraft 阅读 26 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model
 */
private void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    WorldRenderer worldrenderer = Tessellator.getInstance().getWorldRenderer();

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(worldrenderer, scale);
    }

    GL11.glEndList();
    this.compiled = true;
}
ModelRendererPyramid.java 文件源码 项目:Halloween 阅读 33 收藏 0 点赞 0 评论 0
@SideOnly(Side.CLIENT)
private void compileDisplayList(float scale)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.quadList.length; i++)
    {
        this.quadList[i].draw(bufferbuilder, scale);
    }

    GL11.glEndList();
    this.compiled = true;
}
EntityModelDynamic.java 文件源码 项目:ExPetrum 阅读 29 收藏 0 点赞 0 评论 0
private void freeGlList(ModelRenderer renderer)
{
    try
    {
        fld_displayList.setAccessible(true);
        GLAllocation.deleteDisplayLists(fld_displayList.getInt(renderer));
    }
    catch (Exception ex)
    {
        ExPMisc.modLogger.log(LogLevel.Debug, "Could not free GL mem of list for %s at %s!", ex, renderer.toString(), this.toString());
    }
}
ModelRendererGC.java 文件源码 项目:4Space-5 阅读 29 收藏 0 点赞 0 评论 0
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1)
{
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox) this.cubeList.get(i)).render(tessellator, par1);
    }

    GL11.glEndList();
    this.compiled = true;
}
ChunkRenderer.java 文件源码 项目:CrystalMod 阅读 20 收藏 0 点赞 0 评论 0
public void markRemoved() {
    isRemoved = true;

    try {
        if (glRenderList != 0) {
            //System.out.println("Deleting mobile chunk display list " + glRenderList);
            GLAllocation.deleteDisplayLists(glRenderList);
            glRenderList = 0;
        }
    } catch (Exception e) {
        System.out.println("Failed to destroy mobile chunk display list");
        e.printStackTrace();
    }
}
CSModelRenderer.java 文件源码 项目:CraftStudioAPI 阅读 31 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model.
 */
public void compileDisplayList(float scale) {
    this.displayList = GLAllocation.generateDisplayLists(1);
    GlStateManager.glNewList(this.displayList, 4864);
    final VertexBuffer vertexbuffer = Tessellator.getInstance().getBuffer();

    for (int i = 0; i < this.cubeCSList.size(); ++i)
        this.cubeCSList.get(i).render(vertexbuffer, scale);

    GlStateManager.glEndList();
    this.compiled = true;
}
EarthMainMenuGUI.java 文件源码 项目:Earth 阅读 31 收藏 0 点赞 0 评论 0
@Override
public void initGui() {
    super.initGui();
    this.updateButtons = true;
    if (this.earthCompiled) {
        GLAllocation.deleteDisplayLists(this.earthList);
    }
    this.earthCompiled = false;
}
FairyModelRenderer.java 文件源码 项目:FairyFactions 阅读 27 收藏 0 点赞 0 评论 0
private void compileDisplayList(final float f)
{
    displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(displayList, GL11.GL_COMPILE);
    final Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < faces.length; i++)
    {
        faces[i].draw(tessellator, f);
    }

    GL11.glEndList();
    compiled = true;
}
MCAModelRenderer.java 文件源码 项目:PopularMMOS-EpicProportions-Mod 阅读 28 收藏 0 点赞 0 评论 0
/**
 * Compiles a GL display list for this model.
 * EDITED VERSION BECAUSE OF THE PRIVATE FIELDS
 */
public void DDScompileDisplayList(float par1)
{
    this.DDSdisplayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.DDSdisplayList, GL11.GL_COMPILE);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < this.cubeList.size(); ++i)
    {
        ((ModelBox)this.cubeList.get(i)).render(tessellator, par1);
    }

    GL11.glEndList();
    this.DDScompiled = true;
}


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