Java Code Examples for net.minecraft.client.renderer.texture.TextureAtlasSprite#getMaxV()
The following examples show how to use
net.minecraft.client.renderer.texture.TextureAtlasSprite#getMaxV() .
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Example 1
Source File: RenderUtil.java From GregTech with GNU Lesser General Public License v3.0 | 6 votes |
private static void drawFluidTexture(double xCoord, double yCoord, TextureAtlasSprite textureSprite, int maskTop, int maskRight, double zLevel) { double uMin = textureSprite.getMinU(); double uMax = textureSprite.getMaxU(); double vMin = textureSprite.getMinV(); double vMax = textureSprite.getMaxV(); uMax = uMax - maskRight / 16.0 * (uMax - uMin); vMax = vMax - maskTop / 16.0 * (vMax - vMin); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(7, DefaultVertexFormats.POSITION_TEX); buffer.pos(xCoord, yCoord + 16, zLevel).tex(uMin, vMax).endVertex(); buffer.pos(xCoord + 16 - maskRight, yCoord + 16, zLevel).tex(uMax, vMax).endVertex(); buffer.pos(xCoord + 16 - maskRight, yCoord + maskTop, zLevel).tex(uMax, vMin).endVertex(); buffer.pos(xCoord, yCoord + maskTop, zLevel).tex(uMin, vMin).endVertex(); tessellator.draw(); }
Example 2
Source File: FluidStackRenderer.java From YouTubeModdingTutorial with MIT License | 6 votes |
private static void drawFluidTexture(double xCoord, double yCoord, TextureAtlasSprite textureSprite) { double uMin = textureSprite.getMinU(); double uMax = textureSprite.getMaxU(); double vMin = textureSprite.getMinV(); double vMax = textureSprite.getMaxV(); double zLevel = 100; Tessellator tessellator = Tessellator.getInstance(); BufferBuilder vertexBuffer = tessellator.getBuffer(); vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); vertexBuffer.pos(xCoord, yCoord + 16, zLevel).tex(uMin, vMax).endVertex(); vertexBuffer.pos(xCoord + 16, yCoord + 16, zLevel).tex(uMax, vMax).endVertex(); vertexBuffer.pos(xCoord + 16, yCoord, zLevel).tex(uMax, vMin).endVertex(); vertexBuffer.pos(xCoord, yCoord, zLevel).tex(uMin, vMin).endVertex(); tessellator.draw(); }
Example 3
Source File: RenderProjectileStone.java From ExNihiloAdscensio with MIT License | 5 votes |
@Override public void doRender(ProjectileStone entity, double x, double y, double z, float entityYaw, float partialTicks) { TextureAtlasSprite texture = getTexture(Blocks.STONE.getDefaultState()); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); double minU = (double) texture.getMinU(); double maxU = (double) texture.getMaxU(); double minV = (double) texture.getMinV(); double maxV = (double) texture.getMaxV(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_NORMAL); double size = 0.5; //bufferCuboid(buffer, 1, minU, minV, maxU, maxV, -8, -8, -8, 8, 8, 8); bufferCuboid(buffer, size, minU, minV, maxU, maxV, -4, -2, -2, -2, 2, 2); bufferCuboid(buffer, size, minU, minV, maxU, maxV, 4, 2, 2, 2, -2, -2); bufferCuboid(buffer, size, minU, minV, maxU, maxV, -2, -4, -2, 2, -2, 2); bufferCuboid(buffer, size, minU, minV, maxU, maxV, 2, 4, 2, -2, 2, -2); bufferCuboid(buffer, size, minU, minV, maxU, maxV, -2, -2, -4, 2, 2, -2); bufferCuboid(buffer, size, minU, minV, maxU, maxV, 2, 2, 4, -2, -2, 2); tessellator.draw(); GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); }
Example 4
Source File: RenderSieve.java From ExNihiloAdscensio with MIT License | 5 votes |
@Override public void renderTileEntityAt(TileSieve te, double x, double y, double z, float partialTicks, int destroyStage) { Tessellator tes = Tessellator.getInstance(); VertexBuffer wr = tes.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); if (te.getTexture() != null) { TextureAtlasSprite icon = te.getTexture(); double minU = (double) icon.getMinU(); double maxU = (double) icon.getMaxU(); double minV = (double) icon.getMinV(); double maxV = (double) icon.getMaxV(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_NORMAL); double height = (100.0-te.getProgress()) / 100; float fillAmount = (float) (0.15625*height + 0.84375); wr.pos(0.0625f,fillAmount,0.0625f).tex(minU, minV).normal(0, 1, 0).endVertex(); wr.pos(0.0625f,fillAmount,0.9375f).tex(minU,maxV).normal(0, 1, 0).endVertex(); wr.pos(0.9375f,fillAmount,0.9375f).tex(maxU,maxV).normal(0, 1, 0).endVertex(); wr.pos(0.9375f,fillAmount,0.0625f).tex(maxU,minV).normal(0, 1, 0).endVertex(); tes.draw(); } GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); }
Example 5
Source File: RenderUtils.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 5 votes |
/** * Draws a tessellated quadrilateral bottom to top, left to right * * @param base The bottom left corner of the quad * @param wide The bottom of the quad * @param high The left side of the quad * @param res Units per icon */ public static void renderFluidQuad(Vector3 base, Vector3 wide, Vector3 high, TextureAtlasSprite icon, double res) { WorldRenderer r = Tessellator.getInstance().getWorldRenderer(); double u1 = icon.getMinU(); double du = icon.getMaxU() - icon.getMinU(); double v2 = icon.getMaxV(); double dv = icon.getMaxV() - icon.getMinV(); double wlen = wide.mag(); double hlen = high.mag(); double x = 0; while (x < wlen) { double rx = wlen - x; if (rx > res) rx = res; double y = 0; while (y < hlen) { double ry = hlen - y; if (ry > res) ry = res; Vector3 dx1 = vectors[2].set(wide).multiply(x / wlen); Vector3 dx2 = vectors[3].set(wide).multiply((x + rx) / wlen); Vector3 dy1 = vectors[4].set(high).multiply(y / hlen); Vector3 dy2 = vectors[5].set(high).multiply((y + ry) / hlen); r.pos(base.x + dx1.x + dy2.x, base.y + dx1.y + dy2.y, base.z + dx1.z + dy2.z).tex(u1, v2 - ry / res * dv).endVertex(); r.pos(base.x + dx1.x + dy1.x, base.y + dx1.y + dy1.y, base.z + dx1.z + dy1.z).tex(u1, v2).endVertex(); r.pos(base.x + dx2.x + dy1.x, base.y + dx2.y + dy1.y, base.z + dx2.z + dy1.z).tex(u1 + rx / res * du, v2).endVertex(); r.pos(base.x + dx2.x + dy2.x, base.y + dx2.y + dy2.y, base.z + dx2.z + dy2.z).tex(u1 + rx / res * du, v2 - ry / res * dv).endVertex(); y += ry; } x += rx; } }
Example 6
Source File: GuiComponentTankLevel.java From OpenModsLib with MIT License | 5 votes |
@Override public void render(int offsetX, int offsetY, int mouseX, int mouseY) { bindComponentsSheet(); BOX_RENDERER.render(this, x + offsetX, y + offsetY, width, height, BORDER_COLOR); if (fluidStack == null) return; final Fluid fluid = fluidStack.getFluid(); if (fluid == null) return; parent.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); final ResourceLocation textureLocation = fluid.getStill(fluidStack); TextureAtlasSprite icon = parent.getIcon(textureLocation); if (icon != null) { double percentFull = Math.max(0, Math.min(1, (double)fluidStack.amount / (double)capacity)); double fluidHeight = (height - 3) * percentFull; final int posX = offsetX + x; final int posY = offsetY + y; final float minU = icon.getMinU(); final float maxU = icon.getMaxU(); final float minV = icon.getMinV(); final float maxV = icon.getMaxV(); GL11.glBegin(GL11.GL_QUADS); addVertexWithUV(posX + 3, posY + height - 3, this.zLevel, minU, maxV); addVertexWithUV(posX + width - 3, posY + height - 3, this.zLevel, maxU, maxV); addVertexWithUV(posX + width - 3, posY + (height - fluidHeight), this.zLevel, maxU, minV); addVertexWithUV(posX + 3, posY + (height - fluidHeight), this.zLevel, minU, minV); GL11.glEnd(); } }
Example 7
Source File: RenderHelper.java From customstuff4 with GNU General Public License v3.0 | 4 votes |
public static void renderGuiFluid(FluidStack fluid, float fill, int x, int y, int width, int maxHeight) { if (fluid != null && fluid.getFluid() != null && fluid.amount > 0) { TextureAtlasSprite sprite = getStillTexture(fluid); if (sprite != null) { int rendHeight = (int) Math.max(Math.min((float) maxHeight, (float) maxHeight * fill), 1.0F); int yPos = y + maxHeight - rendHeight; Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); int fluidColor = fluid.getFluid().getColor(fluid); GL11.glColor3ub((byte) (fluidColor >> 16 & 255), (byte) (fluidColor >> 8 & 255), (byte) (fluidColor & 255)); GlStateManager.enableBlend(); for (int i = 0; i < width; i += 16) { for (int j = 0; j < rendHeight; j += 16) { int dwt = Math.min(width - i, 16); int dht = Math.min(rendHeight - j, 16); int dx = x + i; int dy = yPos + j; double minU = (double) sprite.getMinU(); double maxU = (double) sprite.getMaxU(); double minV = (double) sprite.getMinV(); double maxV = (double) sprite.getMaxV(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder tes = tessellator.getBuffer(); tes.begin(7, DefaultVertexFormats.POSITION_TEX); tes.pos((double) dx, (double) (dy + dht), 0.0D).tex(minU, minV + (maxV - minV) * (double) dht / 16.0D).endVertex(); tes.pos((double) (dx + dwt), (double) (dy + dht), 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV + (maxV - minV) * (double) dht / 16.0D).endVertex(); tes.pos((double) (dx + dwt), (double) dy, 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV).endVertex(); tes.pos((double) dx, (double) dy, 0.0D).tex(minU, minV).endVertex(); tessellator.draw(); } } GlStateManager.disableBlend(); } } }
Example 8
Source File: RenderUtils.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 4 votes |
public static void makeFluidQuadVertices(List<Vertex5> vertices, Vector3 base, Vector3 wide, Vector3 high, TextureAtlasSprite icon, double res) { Vector3 a = new Vector3(); Vector3 b = new Vector3(); Vector3 c = new Vector3(); Vector3 d = new Vector3(); double u1 = icon.getMinU(); double du = icon.getMaxU() - icon.getMinU(); double v2 = icon.getMaxV(); double dv = icon.getMaxV() - icon.getMinV(); double wlen = wide.mag(); double hlen = high.mag(); double x = 0; while (x < wlen) { double rx = wlen - x; if (rx > res) { rx = res; } double y = 0; while (y < hlen) { double ry = hlen - y; if (ry > res) { ry = res; } Vector3 dx1 = a.set(wide).multiply(x / wlen); Vector3 dx2 = b.set(wide).multiply((x + rx) / wlen); Vector3 dy1 = c.set(high).multiply(y / hlen); Vector3 dy2 = d.set(high).multiply((y + ry) / hlen); vertices.add(new Vertex5(base.x + dx1.x + dy2.x, base.y + dx1.y + dy2.y, base.z + dx1.z + dy2.z, u1, v2 - ry / res * dv)); vertices.add(new Vertex5(base.x + dx1.x + dy1.x, base.y + dx1.y + dy1.y, base.z + dx1.z + dy1.z, u1, v2)); vertices.add(new Vertex5(base.x + dx2.x + dy1.x, base.y + dx2.y + dy1.y, base.z + dx2.z + dy1.z, (u1 + rx / res * du), v2)); vertices.add(new Vertex5(base.x + dx2.x + dy2.x, base.y + dx2.y + dy2.y, base.z + dx2.z + dy2.z, (u1 + rx / res * du), v2 - ry / res * dv)); y += ry; } x += rx; } }
Example 9
Source File: RenderCrucible.java From ExNihiloAdscensio with MIT License | 4 votes |
@Override public void renderTileEntityAt(TileCrucible te, double x, double y, double z, float partialTicks, int destroyStage) { Tessellator tes = Tessellator.getInstance(); VertexBuffer wr = tes.getBuffer(); RenderHelper.disableStandardItemLighting(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); SpriteColor sprite = te.getSpriteAndColor(); if (sprite != null) { TextureAtlasSprite icon = sprite.getSprite(); double minU = (double) icon.getMinU(); double maxU = (double) icon.getMaxU(); double minV = (double) icon.getMinV(); double maxV = (double) icon.getMaxV(); // determine the tint for the fluid/block Color color = sprite.getColor(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); //wr.begin(GL11.GL_QUADS, new VertexFormat().addElement(DefaultVertexFormats.POSITION_3F).addElement(DefaultVertexFormats.COLOR_4UB).addElement(DefaultVertexFormats.NORMAL_3B)); // Offset by bottome of crucible, which is 4 pixels above the base of the block float fillAmount = (12F / 16F) * te.getFilledAmount() + (4F / 16F); wr.pos(0.125F, fillAmount, 0.125F).tex(minU, minV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); wr.pos(0.125F, fillAmount, 0.875F).tex(minU, maxV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); wr.pos(0.875F, fillAmount, 0.875F).tex(maxU, maxV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); wr.pos(0.875F, fillAmount, 0.125F).tex(maxU, minV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); tes.draw(); } GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); RenderHelper.enableStandardItemLighting(); }
Example 10
Source File: RenderBarrel.java From ExNihiloAdscensio with MIT License | 4 votes |
@Override public void renderTileEntityAt(TileBarrel tile, double x, double y, double z, float partialTicks, int destroyStage) { Tessellator tessellator = Tessellator.getInstance(); VertexBuffer buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); if (tile.getMode() != null) { float fillAmount = tile.getMode().getFilledLevelForRender(tile); if (fillAmount > 0) { Color color = tile.getMode().getColorForRender(); if (color == null) { color = Util.whiteColor; } TextureAtlasSprite icon = tile.getMode().getTextureForRender(tile); if (icon == null) icon = Minecraft.getMinecraft().getTextureMapBlocks().getMissingSprite(); double minU = (double) icon.getMinU(); double maxU = (double) icon.getMaxU(); double minV = (double) icon.getMinV(); double maxV = (double) icon.getMaxV(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); buffer.pos(0.125f, fillAmount, 0.125f).tex(minU, minV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); buffer.pos(0.125f, fillAmount, 0.875f).tex(minU, maxV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); buffer.pos(0.875f, fillAmount, 0.875f).tex(maxU, maxV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); buffer.pos(0.875f, fillAmount, 0.125f).tex(maxU, minV).color(color.r, color.g, color.b, color.a).normal(0, 1, 0).endVertex(); tessellator.draw(); } } GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); }
Example 11
Source File: BWBakedModel.java From NOVA-Core with GNU Lesser General Public License v3.0 | 4 votes |
private double deinterpolateV(double v, Optional<TextureAtlasSprite> texture) { if (!texture.isPresent()) return v; TextureAtlasSprite tex = texture.get(); return (v - tex.getMinV()) / (tex.getMaxV() - tex.getMinV()); }
Example 12
Source File: RenderTank.java From AdvancedRocketry with MIT License | 4 votes |
@Override public void render(TileEntity tile, double x, double y, double z, float f, int damage, float a) { IFluidHandler fluidTile = (IFluidHandler)tile; FluidStack fluid = fluidTile.getTankProperties()[0].getContents(); ResourceLocation fluidIcon = new ResourceLocation("advancedrocketry:textures/blocks/fluid/oxygen_flow.png"); if(fluid != null && fluid.getFluid() != null) { GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); double minU = 0, maxU = 1, minV = 0, maxV = 1; TextureMap map = Minecraft.getMinecraft().getTextureMapBlocks(); TextureAtlasSprite sprite = map.getTextureExtry(fluid.getFluid().getStill().toString()); if(sprite != null) { minU = sprite.getMinU(); maxU = sprite.getMaxU(); minV = sprite.getMinV(); maxV = sprite.getMaxV(); GlStateManager.bindTexture(map.getGlTextureId()); } else { int color = fluid.getFluid().getColor(); GL11.glColor4f(((color >>> 16) & 0xFF)/255f, ((color >>> 8) & 0xFF)/255f, ((color& 0xFF)/255f),1f); bindTexture(fluidIcon); } Block block = tile.getBlockType(); Tessellator tess = Tessellator.getInstance(); float amt = fluid.amount / (float)fluidTile.getTankProperties()[0].getCapacity(); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LIGHTING); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); AxisAlignedBB bb = block.getDefaultState().getBoundingBox(tile.getWorld(), tile.getPos()); tess.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); RenderHelper.renderCubeWithUV(tess.getBuffer(), bb.minX + 0.01, bb.minY + 0.01, bb.minZ + 0.01, bb.maxX - 0.01, bb.maxY*amt - 0.01, bb.maxZ - 0.01, minU, maxU, minV, maxV); tess.draw(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); GL11.glColor3f(1f, 1f, 1f); } }
Example 13
Source File: TESRBTank.java From BetterChests with GNU Lesser General Public License v3.0 | 4 votes |
@Override public void render(TileEntityBTank te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) { FluidTank tank = te.getTank(); FluidStack stack = tank.getFluid(); if (stack != null) { float fillPercentage = ((float)stack.amount) / tank.getCapacity(); boolean gaseous = stack.getFluid().isGaseous(stack); GlStateManager.pushMatrix(); GL11.glEnable(GL11.GL_BLEND); ResourceLocation loc = stack.getFluid().getStill(stack); TextureAtlasSprite sprite = RenderHelper.getAtlasSprite(loc); RenderHelper.bindBlockTexture(); float minY = !gaseous ? 0 : 1 - fillPercentage; float maxY = gaseous ? 1 : fillPercentage; float minU = sprite.getMinU(); float maxU = sprite.getMaxU(); float minV = sprite.getMinV(); float maxV = sprite.getMaxV(); float minVHorizontal = minV + (maxV - minV) * minY; float maxVHorizontal = minV + (maxV - minV) * maxY; GlStateManager.translate(x, y, z); GlStateManager.translate(0.5, 0.5, 0.5); GlStateManager.scale(12/16D, 12/16D, 12/16D); GlStateManager.translate(-0.5, -0.5, -0.5); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder builder = tessellator.getBuffer(); //south builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(0, minY, 1).tex(minU, minVHorizontal).endVertex(); builder.pos(1, minY, 1).tex(maxU, minVHorizontal).endVertex(); builder.pos(1, maxY, 1).tex(maxU, maxVHorizontal).endVertex(); builder.pos(0, maxY, 1).tex(minU, maxVHorizontal).endVertex(); tessellator.draw(); //north builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(1, minY, 0).tex(minU, minVHorizontal).endVertex(); builder.pos(0, minY, 0).tex(maxU, minVHorizontal).endVertex(); builder.pos(0, maxY, 0).tex(maxU, maxVHorizontal).endVertex(); builder.pos(1, maxY, 0).tex(minU, maxVHorizontal).endVertex(); tessellator.draw(); //east builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(1, minY, 1).tex(minU, minVHorizontal).endVertex(); builder.pos(1, minY, 0).tex(maxU, minVHorizontal).endVertex(); builder.pos(1, maxY, 0).tex(maxU, maxVHorizontal).endVertex(); builder.pos(1, maxY, 1).tex(minU, maxVHorizontal).endVertex(); tessellator.draw(); //west builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(0, minY, 0).tex(minU, minVHorizontal).endVertex(); builder.pos(0, minY, 1).tex(maxU, minVHorizontal).endVertex(); builder.pos(0, maxY, 1).tex(maxU, maxVHorizontal).endVertex(); builder.pos(0, maxY, 0).tex(minU, maxVHorizontal).endVertex(); tessellator.draw(); //up builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(1, maxY, 0).tex(minU, minV).endVertex(); builder.pos(0, maxY, 0).tex(maxU, minV).endVertex(); builder.pos(0, maxY, 1).tex(maxU, maxV).endVertex(); builder.pos(1, maxY, 1).tex(minU, maxV).endVertex(); tessellator.draw(); //down builder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); builder.pos(0, minY, 0).tex(minU, minV).endVertex(); builder.pos(1, minY, 0).tex(maxU, minV).endVertex(); builder.pos(1, minY, 1).tex(maxU, maxV).endVertex(); builder.pos(0, minY, 1).tex(minU, maxV).endVertex(); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GlStateManager.popMatrix(); } }
Example 14
Source File: GuiComponentSprite.java From OpenModsLib with MIT License | 4 votes |
public static Icon adaptSprite(TextureAtlasSprite icon) { return new Icon(TextureMap.LOCATION_BLOCKS_TEXTURE, icon.getMinU(), icon.getMaxU(), icon.getMinV(), icon.getMaxV(), icon.getIconWidth(), icon.getIconHeight()); }