use of hellfirepvp.astralsorcery.client.effect.vfx.FXColorEffectSphere in project AstralSorcery by HellFirePvP.
the class RegistryEffectTemplates method init.
public static void init() {
GENERIC_DEPTH_PARTICLE = register(new RenderContextGenericDepthParticle());
GENERIC_PARTICLE = register(new RenderContextGenericParticle());
GENERIC_ATLAS_PARTICLE = register(new RenderContextAtlasParticle());
LIGHTNING = register(new RenderContextLightning());
CRYSTAL_BURST_1 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_1));
CRYSTAL_BURST_2 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_2));
CRYSTAL_BURST_3 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_3));
CRYSTAL = register(new RenderContextCrystal(TEX_MODEL_CRYSTAL_WHITE));
COLLECTOR_BURST = register(new RenderContextBurst(SPR_COLLECTOR_EFFECT));
GEM_CRYSTAL_BURST = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST));
GEM_CRYSTAL_BURST_SKY = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_SKY));
GEM_CRYSTAL_BURST_DAY = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_DAY));
GEM_CRYSTAL_BURST_NIGHT = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_NIGHT));
LIGHTBEAM = register(new RenderContextLightbeam(SPR_LIGHTBEAM));
LIGHTBEAM_TRANSFER = register(new RenderContextLightbeam(SPR_LIGHTBEAM_TRANSFER));
TEXTURE_SPRITE = register(new RenderContextSpritePlaneDynamic());
FACING_SPRITE = register(new RenderContextFacingSprite());
CUBE_OPAQUE_ATLAS = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_OPAQUE_ATLAS, (ctx, pos) -> new FXCube(pos)));
CUBE_TRANSLUCENT_ATLAS = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_TRANSLUCENT_ATLAS, (ctx, pos) -> new FXCube(pos)));
CUBE_TRANSLUCENT_ATLAS_IGNORE_DEPTH = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_TRANSLUCENT_ATLAS_DEPTH, (ctx, pos) -> new FXCube(pos)));
CUBE_AREA_OF_EFFECT = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_AREA_OF_EFFECT, (ctx, pos) -> new FXCube(pos)));
BLOCK_TRANSLUCENT = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_BLOCK_TRANSLUCENT, (ctx, pos) -> new FXBlock(pos)));
BLOCK_TRANSLUCENT_IGNORE_DEPTH = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_BLOCK_TRANSLUCENT_DEPTH, (ctx, pos) -> new FXBlock(pos)));
COLOR_SPHERE = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_COLOR_SPHERE, (ctx, pos) -> new FXColorEffectSphere(pos)));
COLOR_SPHERE.setDrawWithTexture(false);
GENERIC_GATEWAY_PARTICLE = register(new RenderContextGenericParticle());
setupRenderOrder();
}
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