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- public static void drawOutlinedBoundingBox(AxisAlignedBB aa) {
- Tessellator tessellator = Tessellator.getInstance();
- WorldRenderer worldRenderer = tessellator.getWorldRenderer();
- worldRenderer.startDrawing(3);
- worldRenderer.addVertex(aa.minX, aa.minY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.minY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.minY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.minY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.minY, aa.minZ);
- tessellator.draw();
- worldRenderer.startDrawing(3);
- worldRenderer.addVertex(aa.minX, aa.maxY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.maxY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.maxY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.maxY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.maxY, aa.minZ);
- tessellator.draw();
- worldRenderer.startDrawing(1);
- worldRenderer.addVertex(aa.minX, aa.minY, aa.minZ);
- worldRenderer.addVertex(aa.minX, aa.maxY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.minY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.maxY, aa.minZ);
- worldRenderer.addVertex(aa.maxX, aa.minY, aa.maxZ);
- worldRenderer.addVertex(aa.maxX, aa.maxY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.minY, aa.maxZ);
- worldRenderer.addVertex(aa.minX, aa.maxY, aa.maxZ);
- tessellator.draw();
- }
- public static void drawOutlinedEntityESP(double x, double y, double z, double width, double height, float red, float green, float blue, float alpha) {
- GL11.glPushMatrix();
- GL11.glEnable(GL11.GL_BLEND);
- GL11.glBlendFunc(770, 771);
- // GL11.glDisable(GL11.GL_LIGHTING);
- GL11.glDisable(GL11.GL_TEXTURE_2D);
- GL11.glEnable(GL11.GL_LINE_SMOOTH);
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
- GL11.glColor4f(red, green, blue, alpha);
- drawOutlinedBoundingBox(new AxisAlignedBB(x - width, y, z - width, x + width , y + height, z + width));
- GL11.glDisable(GL11.GL_LINE_SMOOTH);
- GL11.glEnable(GL11.GL_TEXTURE_2D);
- // GL11.glEnable(GL11.GL_LIGHTING);
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
- GL11.glDisable(GL11.GL_BLEND);
- GL11.glPopMatrix();
- }
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