Java Code Examples for net.minecraft.client.renderer.GlStateManager#disableFog()

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Example 1
Source File: MixinGuiSlot.java    From LiquidBounce with GNU General Public License v3.0 4 votes vote down vote up
/**
 * @author CCBlueX
 */
@Overwrite
public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_) {
    if(this.field_178041_q) {
        this.mouseX = mouseXIn;
        this.mouseY = mouseYIn;
        this.drawBackground();
        int i = this.getScrollBarX();
        int j = i + 6;
        this.bindAmountScrolled();
        GlStateManager.disableLighting();
        GlStateManager.disableFog();
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2;
        int l = this.top + 4 - (int) this.amountScrolled;
        if (this.hasListHeader) {
            this.drawListHeader(k, l, tessellator);
        }

        RenderUtils.makeScissorBox(left, top, right, bottom);

        GL11.glEnable(GL11.GL_SCISSOR_TEST);

        this.drawSelectionBox(k, l + 2, mouseXIn, mouseYIn + 2);

        GL11.glDisable(GL11.GL_SCISSOR_TEST);

        GlStateManager.disableDepth();
        int i1 = 4;

        // ClientCode
        ScaledResolution scaledResolution = new ScaledResolution(mc);
        Gui.drawRect(0, 0, scaledResolution.getScaledWidth(), this.top, Integer.MIN_VALUE);
        Gui.drawRect(0, this.bottom, scaledResolution.getScaledWidth(), this.height, Integer.MIN_VALUE);

        GlStateManager.enableBlend();
        GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
        GlStateManager.disableAlpha();
        GlStateManager.shadeModel(7425);
        GlStateManager.disableTexture2D();
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
        worldrenderer.pos(this.left, this.top + i1, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos(this.right, this.top + i1, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos(this.right, this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos(this.left, this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
        tessellator.draw();
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
        worldrenderer.pos(this.left, this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos(this.right, this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos(this.right, this.bottom - i1, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos(this.left, this.bottom - i1, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 0).endVertex();
        tessellator.draw();
        int j1 = this.func_148135_f();
        if (j1 > 0) {
            int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
            k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8);
            int l1 = (int) this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top;
            if (l1 < this.top) {
                l1 = this.top;
            }

            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos(i, this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos(j, this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos(j, this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos(i, this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
            tessellator.draw();
            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos(i, l1 + k1, 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos(j, l1 + k1, 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos(j, l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos(i, l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
            tessellator.draw();
            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos(i, l1 + k1 - 1, 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos(j - 1, l1 + k1 - 1, 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos(j - 1, l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos(i, l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
            tessellator.draw();
        }

        this.func_148142_b(mouseXIn, mouseYIn);
        GlStateManager.enableTexture2D();
        GlStateManager.shadeModel(7424);
        GlStateManager.enableAlpha();
        GlStateManager.disableBlend();
    }
}
 
Example 2
Source File: MixinGuiSlot.java    From LiquidBounce with GNU General Public License v3.0 4 votes vote down vote up
/**
 * @author CCBlueX
 */
@Overwrite
public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_) {
    if(this.field_178041_q) {
        this.mouseX = mouseXIn;
        this.mouseY = mouseYIn;
        this.drawBackground();
        int i = this.getScrollBarX();
        int j = i + 6;
        this.bindAmountScrolled();
        GlStateManager.disableLighting();
        GlStateManager.disableFog();
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2;
        int l = this.top + 4 - (int) this.amountScrolled;
        if(this.hasListHeader) {
            this.drawListHeader(k, l, tessellator);
        }

        this.drawSelectionBox(k, l + 2, mouseXIn, mouseYIn + 2);
        GlStateManager.disableDepth();
        int i1 = 4;

        // ClientCode
        ScaledResolution scaledResolution = new ScaledResolution(mc);
        Gui.drawRect(0, 0, scaledResolution.getScaledWidth(), this.top, Integer.MIN_VALUE);
        Gui.drawRect(0, this.bottom, scaledResolution.getScaledWidth(), this.height, Integer.MIN_VALUE);

        GlStateManager.enableBlend();
        GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
        GlStateManager.disableAlpha();
        GlStateManager.shadeModel(7425);
        GlStateManager.disableTexture2D();
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
        worldrenderer.pos((double) this.left, (double) (this.top + i1), 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos((double) this.right, (double) (this.top + i1), 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos((double) this.right, (double) this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos((double) this.left, (double) this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
        tessellator.draw();
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
        worldrenderer.pos((double) this.left, (double) this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos((double) this.right, (double) this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        worldrenderer.pos((double) this.right, (double) (this.bottom - i1), 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 0).endVertex();
        worldrenderer.pos((double) this.left, (double) (this.bottom - i1), 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 0).endVertex();
        tessellator.draw();
        int j1 = this.func_148135_f();
        if(j1 > 0) {
            int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
            k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8);
            int l1 = (int) this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top;
            if(l1 < this.top) {
                l1 = this.top;
            }

            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos((double) i, (double) this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos((double) j, (double) this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos((double) j, (double) this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
            worldrenderer.pos((double) i, (double) this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
            tessellator.draw();
            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos((double) i, (double) (l1 + k1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos((double) j, (double) (l1 + k1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos((double) j, (double) l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
            worldrenderer.pos((double) i, (double) l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
            tessellator.draw();
            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
            worldrenderer.pos((double) i, (double) (l1 + k1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos((double) (j - 1), (double) (l1 + k1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos((double) (j - 1), (double) l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
            worldrenderer.pos((double) i, (double) l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
            tessellator.draw();
        }

        this.func_148142_b(mouseXIn, mouseYIn);
        GlStateManager.enableTexture2D();
        GlStateManager.shadeModel(7424);
        GlStateManager.enableAlpha();
        GlStateManager.disableBlend();
    }
}
 
Example 3
Source File: WrapperGlStateManager.java    From ClientBase with MIT License 4 votes vote down vote up
public static void disableFog() {
    GlStateManager.disableFog();
}
 
Example 4
Source File: WorldProviderUnderWorld.java    From Wizardry with GNU Lesser General Public License v3.0 4 votes vote down vote up
@Override
public void render(float partialTicks, WorldClient world, Minecraft mc) {
	EntityPlayer p = Minecraft.getMinecraft().player;
	if (p != null) {
		if (p.getEntityWorld().provider instanceof WorldProviderUnderWorld) {
			ResourceLocation sides = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky.png");
			ResourceLocation top = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky_top.png");
			ResourceLocation bottom = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky_bottom.png");
			Minecraft.getMinecraft().renderEngine.bindTexture(sides);
			GlStateManager.pushMatrix();
			GlStateManager.disableCull();
			GlStateManager.disableFog();
			GlStateManager.disableLighting();

			GlStateManager.depthMask(false);
			Tessellator tessellator = Tessellator.getInstance();
			BufferBuilder vertexbuffer = tessellator.getBuffer();

			for (int i = 0; i < 6; ++i) {
				GlStateManager.pushMatrix();

				Minecraft.getMinecraft().renderEngine.bindTexture(bottom);
				if (i == 3) {
					Minecraft.getMinecraft().renderEngine.bindTexture(top);
					GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
				}
				if (i == 1) {
					Minecraft.getMinecraft().renderEngine.bindTexture(sides);
					GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
				}
				if (i == 2) {
					Minecraft.getMinecraft().renderEngine.bindTexture(sides);
					GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
					GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
				}
				if (i == 4) {
					Minecraft.getMinecraft().renderEngine.bindTexture(sides);
					GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
					GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
				}
				if (i == 5) {
					Minecraft.getMinecraft().renderEngine.bindTexture(sides);
					GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
					GlStateManager.rotate(-270.0F, 0.0F, 1.0F, 0.0F);
				}

				vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
				vertexbuffer.pos(-100.0D, -100.0D, -100.0D).tex(0.0D, 0.0D).endVertex();
				vertexbuffer.pos(-100.0D, -100.0D, 100.0D).tex(0.0D, 1.0D).endVertex();
				vertexbuffer.pos(100.0D, -100.0D, 100.0D).tex(1.0D, 1.0D).endVertex();
				vertexbuffer.pos(100.0D, -100.0D, -100.0D).tex(1.0D, 0.0D).endVertex();
				tessellator.draw();
				GlStateManager.popMatrix();
			}

			GlStateManager.depthMask(true);
			GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
			GlStateManager.enableCull();
			GlStateManager.enableLighting();
			GlStateManager.disableAlpha();
			GlStateManager.enableFog();
			GlStateManager.disableBlend();
			GlStateManager.popMatrix();
		}
	}
}
 
Example 5
Source File: WorldProviderTorikki.java    From Wizardry with GNU Lesser General Public License v3.0 4 votes vote down vote up
@Override
public void render(float partialTicks, WorldClient world, Minecraft mc) {
	EntityPlayer p = Minecraft.getMinecraft().player;
	if (p != null) {
		if (p.getEntityWorld().provider instanceof WorldProviderTorikki) {
			ResourceLocation img = new ResourceLocation(Wizardry.MODID, "textures/misc/torikki_sky.png");
			Minecraft.getMinecraft().renderEngine.bindTexture(img);
			GlStateManager.pushMatrix();
			GlStateManager.disableCull();
			GlStateManager.disableFog();
			GlStateManager.disableLighting();

			GlStateManager.depthMask(false);
			Tessellator tessellator = Tessellator.getInstance();
			BufferBuilder vertexbuffer = tessellator.getBuffer();

			for (int i = 0; i < 6; ++i) {
				GlStateManager.pushMatrix();

				Minecraft.getMinecraft().renderEngine.bindTexture(img);
				if (i == 3) {
					Minecraft.getMinecraft().renderEngine.bindTexture(img);
					GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
				}
				if (i == 1) {
					Minecraft.getMinecraft().renderEngine.bindTexture(img);
					GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
				}
				if (i == 2) {
					Minecraft.getMinecraft().renderEngine.bindTexture(img);
					GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
					GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
				}
				if (i == 4) {
					Minecraft.getMinecraft().renderEngine.bindTexture(img);
					GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
					GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
				}
				if (i == 5) {
					Minecraft.getMinecraft().renderEngine.bindTexture(img);
					GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
					GlStateManager.rotate(-270.0F, 0.0F, 1.0F, 0.0F);
				}

				vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
				vertexbuffer.pos(-100.0D, -100.0D, -100.0D).tex(0.0D, 0.0D).endVertex();
				vertexbuffer.pos(-100.0D, -100.0D, 100.0D).tex(0.0D, 1.0D).endVertex();
				vertexbuffer.pos(100.0D, -100.0D, 100.0D).tex(1.0D, 1.0D).endVertex();
				vertexbuffer.pos(100.0D, -100.0D, -100.0D).tex(1.0D, 0.0D).endVertex();
				tessellator.draw();
				GlStateManager.popMatrix();
			}

			GlStateManager.depthMask(true);
			GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
			GlStateManager.enableCull();
			GlStateManager.enableLighting();
			GlStateManager.disableAlpha();
			GlStateManager.enableFog();
			GlStateManager.disableBlend();
			GlStateManager.popMatrix();
		}
	}
}
 
Example 6
Source File: TextureHelper.java    From malmo with MIT License 4 votes vote down vote up
public void render(float partialTicks, WorldClient world, Minecraft mc)
{
    // Adapted from the End sky renderer - just fill with solid colour.
    GlStateManager.disableFog();
    GlStateManager.disableAlpha();
    GlStateManager.disableBlend();
    RenderHelper.disableStandardItemLighting();
    GlStateManager.depthMask(false);
    GlStateManager.disableTexture2D();
    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer vertexbuffer = tessellator.getBuffer();

    for (int i = 0; i < 6; ++i)
    {
        GlStateManager.pushMatrix();

        if (i == 1)
        {
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
        }

        if (i == 2)
        {
            GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
        }

        if (i == 3)
        {
            GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
        }

        if (i == 4)
        {
            GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
        }

        if (i == 5)
        {
            GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
        }

        vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
        vertexbuffer.pos(-100.0D, -100.0D, -100.0D).color(this.r, this.g, this.b, 255).endVertex();
        vertexbuffer.pos(-100.0D, -100.0D, 100.0D).color(this.r, this.g, this.b, 255).endVertex();
        vertexbuffer.pos(100.0D, -100.0D, 100.0D).color(this.r, this.g, this.b, 255).endVertex();
        vertexbuffer.pos(100.0D, -100.0D, -100.0D).color(this.r, this.g, this.b, 255).endVertex();
        tessellator.draw();
        GlStateManager.popMatrix();
    }

    GlStateManager.depthMask(true);
    GlStateManager.enableTexture2D();
    GlStateManager.enableAlpha();
}
 
Example 7
Source File: TileEntityRendererEnergyBridge.java    From enderutilities with GNU Lesser General Public License v3.0 4 votes vote down vote up
public void renderBeamVertical(double x, double y, double z, double yMin, double yMax, double radius, double rot, double flowSpeed, boolean powered)
{
    Tessellator tessellator = Tessellator.getInstance();
    BufferBuilder vertexBuffer = tessellator.getBuffer();
    double tx1 = 0.0d, tx2 = 0.0d;
    double tz1 = 0.0d, tz2 = 0.0d;
    double angle = 0.0d;

    double vScale = yMax - yMin;
    double v1 = -rot * flowSpeed;
    double v2 = (vScale * 2.0d) + v1;

    int r_i = (powered ? 160 : 255);
    int g_i = (powered ? 255 : 160);
    int b_i = (powered ? 230 : 160);
    int r_o = (powered ? 210 : 255);
    int g_o = (powered ? 255 : 160);
    int b_o = (powered ? 230 : 160);

    GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
    GlStateManager.pushMatrix();
    GlStateManager.translate(x, y, z);

    this.bindTexture(TEXTURE);
    GlStateManager.disableFog();
    GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497);
    GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497);
    GlStateManager.disableLighting();
    GlStateManager.disableCull();
    GlStateManager.disableBlend();
    GlStateManager.depthMask(true);
    GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

    // Beam (inner part)
    vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);

    for (int i = 0; i < 8; ++i)
    {
        tx1 = Math.sin(rot + angle) * radius;
        tz1 = Math.cos(rot + angle) * radius;
        angle += Math.PI / 4.0d;
        tx2 = Math.sin(rot + angle) * radius;
        tz2 = Math.cos(rot + angle) * radius;
        vertexBuffer.pos(tx1, yMin, tz1).tex(0.125, v1).color(r_i, g_i, b_i, 200).endVertex();
        vertexBuffer.pos(tx1, yMax, tz1).tex(0.125, v2).color(r_i, g_i, b_i, 200).endVertex();
        vertexBuffer.pos(tx2, yMax, tz2).tex(0.875, v2).color(r_i, g_i, b_i, 200).endVertex();
        vertexBuffer.pos(tx2, yMin, tz2).tex(0.875, v1).color(r_i, g_i, b_i, 200).endVertex();
    }

    tessellator.draw();

    // Glow (outer part)
    GlStateManager.enableBlend();
    GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
    GlStateManager.depthMask(false);

    v1 = -rot * flowSpeed * 3.0d;
    v2 = (vScale * 2.0d) + v1;
    radius *= 2.0d;
    rot = Math.PI / 8.0d;
    vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);

    for (int i = 0; i < 8; ++i)
    {
        tx1 = Math.sin(rot + angle) * radius;
        tz1 = Math.cos(rot + angle) * radius;
        angle += Math.PI / 4.0d;
        tx2 = Math.sin(rot + angle) * radius;
        tz2 = Math.cos(rot + angle) * radius;
        vertexBuffer.pos(tx1, yMin, tz1).tex(0.125, v1).color(r_o, g_o, b_o, 80).endVertex();
        vertexBuffer.pos(tx1, yMax, tz1).tex(0.125, v2).color(r_o, g_o, b_o, 80).endVertex();
        vertexBuffer.pos(tx2, yMax, tz2).tex(0.875, v2).color(r_o, g_o, b_o, 80).endVertex();
        vertexBuffer.pos(tx2, yMin, tz2).tex(0.875, v1).color(r_o, g_o, b_o, 80).endVertex();
    }

    tessellator.draw();

    GlStateManager.enableLighting();
    GlStateManager.enableTexture2D();
    GlStateManager.depthMask(true);
    GlStateManager.enableFog();
    GlStateManager.popMatrix();
}