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- The method resorts the vertex data for translucent blocks in a temporary int array
- *************************************************************************************************************************
- public WorldRenderer.State getVertexState(float p_178971_1_, float p_178971_2_, float p_178971_3_)
- {
- int[] var4 = new int[this.rawBufferIndex];
- 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));
- int var6 = this.vertexFormat.getNextOffset();
- int var7;
- for (var7 = 0; var7 < this.rawBufferIndex; var7 += var6)
- {
- var5.add(Integer.valueOf(var7));
- }
- for (var7 = 0; !var5.isEmpty(); var7 += var6)
- {
- int var8 = ((Integer)var5.remove()).intValue();
- for (int var9 = 0; var9 < var6; ++var9)
- {
- var4[var7 + var9] = this.rawIntBuffer.get(var8 + var9);
- }
- }
- this.rawIntBuffer.clear();
- this.rawIntBuffer.put(var4);
- return new WorldRenderer.State(var4, this.rawBufferIndex, this.vertexCount, new VertexFormat(this.vertexFormat));
- }
- *************************************************************************************************************************
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