java类net.minecraft.client.renderer.culling.ICamera的实例源码

MarkersRenderGlobal.java 文件源码 项目:ForgeHax 阅读 16 收藏 0 点赞 0 评论 0
@Override
public void renderEntities(Entity renderViewEntity, ICamera camera, float partialTicks) {
    super.renderEntities(renderViewEntity, camera, partialTicks);
}
MarkersRenderGlobal.java 文件源码 项目:ForgeHax 阅读 14 收藏 0 点赞 0 评论 0
@Override
public void setupTerrain(Entity viewEntity, double partialTicks, ICamera camera, int frameCount, boolean playerSpectator) {
    super.setupTerrain(viewEntity, partialTicks, camera, frameCount, playerSpectator);
}
RenderManager.java 文件源码 项目:DecompiledMinecraft 阅读 21 收藏 0 点赞 0 评论 0
public boolean shouldRender(Entity entityIn, ICamera camera, double camX, double camY, double camZ)
{
    Render<Entity> render = this.<Entity>getEntityRenderObject(entityIn);
    return render != null && render.shouldRender(entityIn, camera, camX, camY, camZ);
}
ShadersRender.java 文件源码 项目:BaseClient 阅读 24 收藏 0 点赞 0 评论 0
public static void setupTerrain(RenderGlobal renderGlobal, Entity viewEntity, double partialTicks, ICamera camera, int frameCount, boolean playerSpectator)
{
    renderGlobal.setupTerrain(viewEntity, partialTicks, camera, frameCount, playerSpectator);
}
RenderManager.java 文件源码 项目:BaseClient 阅读 16 收藏 0 点赞 0 评论 0
public boolean shouldRender(Entity entityIn, ICamera camera, double camX, double camY, double camZ)
{
    Render render = this.getEntityRenderObject(entityIn);
    return render != null && render.shouldRender(entityIn, camera, camX, camY, camZ);
}
RenderManager.java 文件源码 项目:BaseClient 阅读 19 收藏 0 点赞 0 评论 0
public boolean shouldRender(Entity entityIn, ICamera camera, double camX, double camY, double camZ)
{
    Render<Entity> render = this.<Entity>getEntityRenderObject(entityIn);
    return render != null && render.shouldRender(entityIn, camera, camX, camY, camZ);
}
ShadersRender.java 文件源码 项目:Backmemed 阅读 25 收藏 0 点赞 0 评论 0
public static void setFrustrumPosition(ICamera frustum, double x, double y, double z)
{
    frustum.setPosition(x, y, z);
}
ShadersRender.java 文件源码 项目:Backmemed 阅读 30 收藏 0 点赞 0 评论 0
public static void setupTerrain(RenderGlobal renderGlobal, Entity viewEntity, double partialTicks, ICamera camera, int frameCount, boolean playerSpectator)
{
    renderGlobal.setupTerrain(viewEntity, partialTicks, camera, frameCount, playerSpectator);
}
RenderManager.java 文件源码 项目:Backmemed 阅读 20 收藏 0 点赞 0 评论 0
public boolean shouldRender(Entity entityIn, ICamera camera, double camX, double camY, double camZ)
{
    Render<Entity> render = this.<Entity>getEntityRenderObject(entityIn);
    return render != null && render.shouldRender(entityIn, camera, camX, camY, camZ);
}
EntityRenderer.java 文件源码 项目:Backmemed 阅读 20 收藏 0 点赞 0 评论 0
private void loadAllVisibleChunks(Entity p_loadAllVisibleChunks_1_, double p_loadAllVisibleChunks_2_, ICamera p_loadAllVisibleChunks_4_, boolean p_loadAllVisibleChunks_5_)
{
    RenderGlobal renderglobal = Config.getRenderGlobal();
    int i = renderglobal.getCountLoadedChunks();
    long j = System.currentTimeMillis();
    Config.dbg("Loading visible chunks");
    long k = System.currentTimeMillis() + 5000L;
    int l = 0;
    boolean flag = false;

    while (true)
    {
        flag = false;

        for (int i1 = 0; i1 < 100; ++i1)
        {
            renderglobal.displayListEntitiesDirty = true;
            renderglobal.setupTerrain(p_loadAllVisibleChunks_1_, p_loadAllVisibleChunks_2_, p_loadAllVisibleChunks_4_, this.frameCount++, p_loadAllVisibleChunks_5_);

            if (!renderglobal.hasNoChunkUpdates())
            {
                flag = true;
            }

            l = l + renderglobal.getCountChunksToUpdate();
            renderglobal.updateChunks(System.nanoTime() + 1000000000L);
            l = l - renderglobal.getCountChunksToUpdate();
        }

        if (renderglobal.getCountLoadedChunks() != i)
        {
            flag = true;
            i = renderglobal.getCountLoadedChunks();
        }

        if (System.currentTimeMillis() > k)
        {
            Config.log("Chunks loaded: " + l);
            k = System.currentTimeMillis() + 5000L;
        }

        if (!flag)
        {
            break;
        }
    }

    Config.log("Chunks loaded: " + l);
    Config.log("Finished loading visible chunks");
    RenderChunk.renderChunksUpdated = 0;
}


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