/// <summary>Render display list using supplied block texture and position.</summary> public static void RenderDisplayList(int displayListId, float x, float y, float z, BlockTextureType texture) { GL.BindTexture(TextureTarget.Texture2D, TextureLoader.GetBlockTexture(texture)); GL.PushMatrix(); GL.Translate(x, y, z); GL.CallList(displayListId); GL.PopMatrix(); }
/// <summary>Render display list using supplied block texture and coords.</summary> [Obsolete("This isnt being used right now.")] public static void RenderDisplayList(int displayListId, ref Coords coords, BlockTextureType texture) { GL.BindTexture(TextureTarget.Texture2D, TextureLoader.GetBlockTexture(texture)); GL.PushMatrix(); GL.Translate(coords.Xf, coords.Yf, coords.Zf); GL.CallList(displayListId); GL.PopMatrix(); }
/// <summary>Render display list using supplied block texture.</summary> public static void RenderDisplayList(int displayListId, BlockTextureType texture) { GL.BindTexture(TextureTarget.Texture2D, TextureLoader.GetBlockTexture(texture)); GL.CallList(displayListId); }
public static void RenderDisplayList(int displayListId, ref Coords coords, BlockTextureType texture) { GL.BindTexture(TextureTarget.Texture2D, TextureLoader.GetBlockTexture(texture)); GL.PushMatrix(); GL.Translate(coords.Xf, coords.Yf, coords.Zf); GL.CallList(displayListId); GL.PopMatrix(); }
public static int GetBlockTexture(BlockTextureType texture) { return(_blockTextures[(int)texture]); }
public static int GetBlockTexture(BlockTextureType texture) { return _blockTextures[(int)texture]; }