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a guest Oct 20th, 2014 3,567 Never
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  1. The method resorts the vertex data for translucent blocks in a temporary int array
  2. *************************************************************************************************************************
  3.         public WorldRenderer.State getVertexState(float p_178971_1_, float p_178971_2_, float p_178971_3_)
  4.         {
  5.             int[] var4 = new int[this.rawBufferIndex];
  6.             PriorityQueue var5 = new PriorityQueue(this.rawBufferIndex, new QuadComparator(this.rawFloatBuffer, (float)((double)p_178971_1_ + this.xOffset), (float)((double)p_178971_2_ + this.yOffset), (float)((double)p_178971_3_ + this.zOffset), this.vertexFormat.getNextOffset() / 4));
  7.             int var6 = this.vertexFormat.getNextOffset();
  8.             int var7;
  9.      
  10.             for (var7 = 0; var7 < this.rawBufferIndex; var7 += var6)
  11.             {
  12.                 var5.add(Integer.valueOf(var7));
  13.             }
  14.      
  15.             for (var7 = 0; !var5.isEmpty(); var7 += var6)
  16.             {
  17.                 int var8 = ((Integer)var5.remove()).intValue();
  18.      
  19.                 for (int var9 = 0; var9 < var6; ++var9)
  20.                 {
  21.                     var4[var7 + var9] = this.rawIntBuffer.get(var8 + var9);
  22.                 }
  23.             }
  24.      
  25.             this.rawIntBuffer.clear();
  26.             this.rawIntBuffer.put(var4);
  27.             return new WorldRenderer.State(var4, this.rawBufferIndex, this.vertexCount, new VertexFormat(this.vertexFormat));
  28.         }
  29. *************************************************************************************************************************
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