net.minecraft.client.renderer.GlStateManager.SourceFactor Java Examples
The following examples show how to use
net.minecraft.client.renderer.GlStateManager.SourceFactor.
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Example #1
Source File: ArmorRenderHooks.java From GregTech with GNU Lesser General Public License v3.0 | 5 votes |
public static void renderArmorLayer(LayerArmorBase<ModelBase> layer, EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale, EntityEquipmentSlot slotIn) { ItemStack itemStack = entity.getItemStackFromSlot(slotIn); if (isArmorItem(itemStack, slotIn)) { IArmorItem armorItem = (IArmorItem) itemStack.getItem(); ModelBase armorModel = layer.getModelFromSlot(slotIn); if (armorModel instanceof ModelBiped) { armorModel = ForgeHooksClient.getArmorModel(entity, itemStack, slotIn, (ModelBiped) armorModel); } armorModel.setModelAttributes(layer.renderer.getMainModel()); armorModel.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks); layer.setModelSlotVisible(armorModel, slotIn); GlStateManager.enableBlend(); GlStateManager.blendFunc(SourceFactor.ONE, DestFactor.ONE_MINUS_SRC_ALPHA); int layers = armorItem.getArmorLayersAmount(itemStack); for (int layerIndex = 0; layerIndex < layers; layerIndex++) { int i = armorItem.getArmorLayerColor(itemStack, layerIndex); float f = (float) (i >> 16 & 255) / 255.0F; float f1 = (float) (i >> 8 & 255) / 255.0F; float f2 = (float) (i & 255) / 255.0F; GlStateManager.color(f, f1, f2, 1.0f); String type = layerIndex == 0 ? null : "layer_" + layerIndex; layer.renderer.bindTexture(getArmorTexture(entity, itemStack, slotIn, type)); armorModel.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale); } if (itemStack.hasEffect()) { LayerArmorBase.renderEnchantedGlint(layer.renderer, entity, armorModel, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw, headPitch, scale); } } }
Example #2
Source File: GuiElementBase.java From WearableBackpacks with MIT License | 5 votes |
public static void enableBlendAlphaStuffs() { GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate( SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA, SourceFactor.ZERO, DestFactor.ONE); GlStateManager.disableTexture2D(); GlStateManager.shadeModel(GL11.GL_SMOOTH); }