Advertisement
Guest User

Untitled

a guest
Nov 18th, 2012
156
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Java 2.02 KB | None | 0 0
  1. //EntityRenderer:
  2.  
  3. distortScreen(par1, this.mc.thePlayer, rendererUpdateCount); //Right before orientCamera, where the nether portal also distorts the screen
  4.  
  5. useShader((float)rendererUpdateCount + par1, mc); //Right before renderWorld
  6. stopUsingShader(); //Right after renderWorld
  7.  
  8. setLightmapEnabled(false); //Right before renderSky
  9. setLightmapEnabled(true); //Right after renderSky
  10.  
  11. setLightmapEnabled(false); //Right before renderClouds
  12. setLightmapEnabled(true); //Right after renderClouds
  13.  
  14.  
  15. //RenderGlobal:
  16.  
  17. renderAllHallucinations(par3); //At the end of the profilers' "entities" section, but before the "tileentities" section
  18.  
  19. setTexture2DEnabled(false); //Before calling the glSkyList
  20. setTexture2DEnabled(true); //After calling the glSkyList
  21.  
  22. setBlendFunc(GL11.GL_ONE); //Before rendering the sun (Search: "/terrain/sun.png"), where "GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);" is called.
  23.  
  24. setTexture2DEnabled(false); //Before calling the starGLCallList
  25. setTexture2DEnabled(true); //After calling the starGLCallList
  26. setBlendFunc(GL11.GL_ONE_MINUS_SRC_ALPHA); //A few lines later, where "GL11.glEnable(GL11.GL_ALPHA_TEST);" is called
  27.  
  28. setTexture2DEnabled(false); //Before glSkyList2 is called
  29. setTexture2DEnabled(true); //After glSkyList2 is called
  30. //The glSkyList2 is called 2 times. These must be implemented at both spots.
  31.  
  32. setLightmapEnabled(false); //Inside drawBlockDamageTexture, right before iterating through the list of breaking blocks
  33. setLightmapEnabled(true); //Inside drawBlockDamageTexture, right after iterating through the list of breaking blocks
  34.  
  35. setLightmapEnabled(false); //Inside drawSelectionBox, where "GL11.glDisable(GL11.GL_TEXTURE_2D);" is called
  36. setTexture2DEnabled(false); //Right after that
  37.  
  38. setTexture2DEnabled(true); //Inside drawSelectionBox, where "GL11.glEnable(GL11.GL_TEXTURE_2D);" is called
  39. setLightmapEnabled(true); //Right after that
  40.  
  41.  
  42. //GuiIngame:
  43.  
  44. renderOverlays(par1, mc.thePlayer, updateCounter, var6, var7, mc); //After rendering the pumpkinBlur, and the portalOverlay
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement