use of net.minecraft.client.renderer.entity.RenderManager in project Railcraft by Railcraft.
the class CartContentRendererTank method renderItem.
// TODO: this probably needs to be replaced with RenderItem.renderItem
private void renderItem(EntityItem item) {
// RenderItem.renderInFrame = true;
RenderManager renderManager = Minecraft.getMinecraft().getRenderManager();
renderManager.doRenderEntity(item, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F, false);
if (!renderManager.options.fancyGraphics) {
OpenGL.glRotatef(180, 0, 1, 0);
renderManager.doRenderEntity(item, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F, false);
OpenGL.glRotatef(-180, 0, 1, 0);
}
// RenderItem.renderInFrame = false;
}
use of net.minecraft.client.renderer.entity.RenderManager in project Engine by VoltzEngine-Project.
the class RenderUtility method renderFloatingText.
public static void renderFloatingText(String text, double x, double y, double z, int color) {
RenderManager renderManager = RenderManager.instance;
FontRenderer fontRenderer = renderManager.getFontRenderer();
float scale = 0.027f;
GL11.glColor4f(1f, 1f, 1f, 0.5f);
GL11.glPushMatrix();
GL11.glTranslated(x, y, z);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GL11.glScalef(-scale, -scale, scale);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthMask(false);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
Tessellator tessellator = Tessellator.instance;
int yOffset = 0;
GL11.glDisable(GL11.GL_TEXTURE_2D);
tessellator.startDrawingQuads();
int stringMiddle = fontRenderer.getStringWidth(text) / 2;
tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.5F);
tessellator.addVertex(-stringMiddle - 1, -1 + yOffset, 0.0D);
tessellator.addVertex(-stringMiddle - 1, 8 + yOffset, 0.0D);
tessellator.addVertex(stringMiddle + 1, 8 + yOffset, 0.0D);
tessellator.addVertex(stringMiddle + 1, -1 + yOffset, 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor4f(1f, 1f, 1f, 0.5f);
fontRenderer.drawString(text, -fontRenderer.getStringWidth(text) / 2, yOffset, color);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(true);
fontRenderer.drawString(text, -fontRenderer.getStringWidth(text) / 2, yOffset, color);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glPopMatrix();
}
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