예제 #1
0
        private void Func_41040_b(int par1, int par2, float par3)
        {
            Tessellator tessellator = Tessellator.Instance;

            //GL.BindTexture(TextureTarget.Texture2D, Mc.RenderEngineOld.GetTexture("%blur%/gui/background.png"));
            tessellator.StartDrawingQuads();
            tessellator.SetColorRGBA_F(1.0F, 1.0F, 1.0F, 1.0F);
            int   i  = Width;
            float f  = 0.0F - ((float)UpdateCounter + par3) * 0.5F * Field_41043_e;
            float f1 = (float)Height - ((float)UpdateCounter + par3) * 0.5F * Field_41043_e;
            float f2 = 0.015625F;
            float f3 = (((float)UpdateCounter + par3) - 0.0F) * 0.02F;
            float f4 = (float)(Field_41042_d + Height + Height + 24) / Field_41043_e;
            float f5 = (f4 - 20F - ((float)UpdateCounter + par3)) * 0.005F;

            if (f5 < f3)
            {
                f3 = f5;
            }

            if (f3 > 1.0F)
            {
                f3 = 1.0F;
            }

            f3 *= f3;
            f3  = (f3 * 96F) / 255F;
            tessellator.SetColorOpaque_F(f3, f3, f3);
            tessellator.AddVertexWithUV(0.0F, Height, ZLevel, 0.0F, f * f2);
            tessellator.AddVertexWithUV(i, Height, ZLevel, (float)i * f2, f * f2);
            tessellator.AddVertexWithUV(i, 0.0F, ZLevel, (float)i * f2, f1 * f2);
            tessellator.AddVertexWithUV(0.0F, 0.0F, ZLevel, 0.0F, f1 * f2);
            tessellator.Draw();
        }
예제 #2
0
        public virtual void RenderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
        {
            float f  = (float)(ParticleTextureIndex % 16) / 16F;
            float f1 = f + 0.0624375F;
            float f2 = (float)(ParticleTextureIndex / 16) / 16F;
            float f3 = f2 + 0.0624375F;
            float f4 = 0.1F * ParticleScale;
            float f5 = (float)((PrevPosX + (PosX - PrevPosX) * (double)par2) - InterpPosX);
            float f6 = (float)((PrevPosY + (PosY - PrevPosY) * (double)par2) - InterpPosY);
            float f7 = (float)((PrevPosZ + (PosZ - PrevPosZ) * (double)par2) - InterpPosZ);
            float f8 = 1.0F;

            par1Tessellator.SetColorOpaque_F(ParticleRed * f8, ParticleGreen * f8, ParticleBlue * f8);
            par1Tessellator.AddVertexWithUV(f5 - par3 * f4 - par6 * f4, f6 - par4 * f4, f7 - par5 * f4 - par7 * f4, f1, f3);
            par1Tessellator.AddVertexWithUV((f5 - par3 * f4) + par6 * f4, f6 + par4 * f4, (f7 - par5 * f4) + par7 * f4, f1, f2);
            par1Tessellator.AddVertexWithUV(f5 + par3 * f4 + par6 * f4, f6 + par4 * f4, f7 + par5 * f4 + par7 * f4, f, f2);
            par1Tessellator.AddVertexWithUV((f5 + par3 * f4) - par6 * f4, f6 - par4 * f4, (f7 + par5 * f4) - par7 * f4, f, f3);
        }