public static void LoadDisplayLists() { BlockId = BlockRender.CreateBlockDisplayList(); BlockHalfId = BlockRender.CreateBlockDisplayList(0.5f); BlockQuarterId = BlockRender.CreateBlockDisplayList(0.25f); ClutterId = CreateClutterDisplayList(1f); ClutterHalfId = CreateClutterDisplayList(0.5f); ClutterQuarterId = CreateClutterDisplayList(0.25f); SunId = CreateFaceDisplayList(0.1f); MoonId = CreateFaceDisplayList(0.04f); HeadId = CreateHeadDisplayList(); TorsoId = CreateTorsoDisplayList(); CompassId = CreateUiCenteredFaceDisplayList(16); UiButtonId = CreateUiFaceDisplayList(Buttons.BUTTON_SIZE, Buttons.BUTTON_SIZE); LargeCharId = CreateUiFaceDisplayList(TextureLoader.DEFAULT_FONT_LARGE_WIDTH, TextureLoader.DefaultFontLargeHeight); CreateCharAtlasDisplayLists(TextureLoader.DEFAULT_FONT_SMALL_WIDTH, TextureLoader.DefaultFontSmallHeight); //create text display lists (must come after character display lists have been created) TextF3ToHideId = CreateTextDisplayList("(F3 to hide)"); TextPlayerId = CreateTextDisplayList("Player:"); TextCursorId = CreateTextDisplayList("Cursor:"); TextPerformanceId = CreateTextDisplayList("Performance:"); }
private void UpdateBlocks() { foreach (Vector3 vec in dictionaryEntity.Keys) { Entity e = dictionaryEntity[vec]; BlockRender r = (BlockRender)e.Render; } }