本文整理了Java中net.minecraft.client.Minecraft.isAmbientOcclusionEnabled()
方法的一些代码示例,展示了Minecraft.isAmbientOcclusionEnabled()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Minecraft.isAmbientOcclusionEnabled()
方法的具体详情如下:
包路径:net.minecraft.client.Minecraft
类名称:Minecraft
方法名:isAmbientOcclusionEnabled
暂无
代码示例来源:origin: Vazkii/Botania
GlStateManager.disableCull();
if (Minecraft.isAmbientOcclusionEnabled())
代码示例来源:origin: CoFH/ThermalDynamics
private static VertexLighterFlat setupLighter(CCRenderState ccrs, IBlockState state, IBlockAccess access, BlockPos pos, IBakedModel model) {
boolean renderAO = Minecraft.isAmbientOcclusionEnabled() && state.getLightValue(access, pos) == 0 && model.isAmbientOcclusion();
VertexLighterFlat lighter = renderAO ? lighterSmooth.get() : lighterFlat.get();
CCRSConsumer consumer = new CCRSConsumer(ccrs);
lighter.setParent(consumer);
consumer.setOffset(pos);
return lighter;
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
GlStateManager.disableCull();
if( Minecraft.isAmbientOcclusionEnabled() )
代码示例来源:origin: Darkhax-Minecraft/Bookshelf
/**
* Handles all of the basic startup to minimize render conflicts with existing rendering.
* Make sure to
*/
public static void setupRenderState () {
GlStateManager.pushMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (Minecraft.isAmbientOcclusionEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH);
}
else {
GL11.glShadeModel(GL11.GL_FLAT);
}
}
代码示例来源:origin: P3pp3rF1y/AncientWarfare2
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
GlStateManager.pushMatrix();
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
代码示例来源:origin: PenguinSquad/Harvest-Festival
void renderIngredient(ItemStack stack, float position, float rotation, float offset1, float offset2) {
GlStateManager.pushMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (Minecraft.isAmbientOcclusionEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH);
} else {
GL11.glShadeModel(GL11.GL_FLAT);
}
translateIngredient(stack.getItem() instanceof ItemBlock, position, rotation, offset1, offset2);
GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
GL14.glBlendColor(1F, 1F, 1F, 1F);
MINECRAFT.getRenderItem().renderItem(stack, FIXED);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
代码示例来源:origin: PenguinSquad/Harvest-Festival
void renderResult(T t, ItemStack stack) {
GlStateManager.pushMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (Minecraft.isAmbientOcclusionEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH);
} else {
GL11.glShadeModel(GL11.GL_FLAT);
}
translateResult(t, stack.getItem() instanceof ItemBlock);
GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
GL14.glBlendColor(1F, 1F, 1F, 1F);
MINECRAFT.getRenderItem().renderItem(stack, FIXED);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
代码示例来源:origin: PenguinSquad/Harvest-Festival
protected void renderItem(ItemStack stack, float position, float rotation, float offset1, float offset2) {
GlStateManager.pushMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (Minecraft.isAmbientOcclusionEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH);
} else {
GL11.glShadeModel(GL11.GL_FLAT);
}
translateItem(stack.getItem() instanceof ItemBlock, position, rotation, offset1, offset2);
GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
GL14.glBlendColor(1F, 1F, 1F, 1F);
MINECRAFT.getRenderItem().renderItem(stack, FIXED);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
代码示例来源:origin: AlgorithmX2/Chisels-and-Bits
GlStateManager.enableTexture2D();
if ( Minecraft.isAmbientOcclusionEnabled() )
代码示例来源:origin: ForestryMC/ForestryMC
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
代码示例来源:origin: McJtyMods/ModTutorials
private void renderHandles(PedestalTileEntity te) {
GlStateManager.pushMatrix();
GlStateManager.translate(.5, 0, .5);
long angle = (System.currentTimeMillis() / 10) % 360;
GlStateManager.rotate(angle, 0, 1, 0);
RenderHelper.disableStandardItemLighting();
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
GlStateManager.shadeModel(GL11.GL_FLAT);
}
World world = te.getWorld();
// Translate back to local view coordinates so that we can do the acual rendering here
GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ());
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferBuilder = tessellator.getBuffer();
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
IBlockState state = ModBlocks.pedestalBlock.getDefaultState().withProperty(PedestalBlock.IS_HANDLES, true);
BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
IBakedModel model = dispatcher.getModelForState(state);
dispatcher.getBlockModelRenderer().renderModel(world, model, state, te.getPos(), bufferBuilder, true);
tessellator.draw();
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
代码示例来源:origin: TeamWizardry/Wizardry
if (Minecraft.isAmbientOcclusionEnabled())
GlStateManager.shadeModel(GL11.GL_SMOOTH);
else GlStateManager.shadeModel(GL11.GL_FLAT);
代码示例来源:origin: PrinceOfAmber/Cyclic
RenderHelper.disableStandardItemLighting();
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
代码示例来源:origin: PrinceOfAmber/Cyclic
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
代码示例来源:origin: AlgorithmX2/Chisels-and-Bits
GlStateManager.shadeModel( Minecraft.isAmbientOcclusionEnabled() ? GL11.GL_SMOOTH : GL11.GL_FLAT );
GlStateManager.enableDepth();
GlStateManager.depthMask( true );
代码示例来源:origin: PrinceOfAmber/Cyclic
public static void renderBlockList(List<BlockPos> blockPosList, BlockPos center, double relX, double relY, double relZ, float red, float green, float blue) {
GlStateManager.pushAttrib();
GlStateManager.pushMatrix();
// translate to center or te
GlStateManager.translate(relX + 0.5F, relY + 0.5F, relZ + 0.5F);
GlStateManager.disableLighting(); // so colors are correct
GlStateManager.disableTexture2D(); // no texturing needed
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
float alpha = 0.5F;
GlStateManager.color(red, green, blue, alpha);
if (Minecraft.isAmbientOcclusionEnabled())
GlStateManager.shadeModel(GL11.GL_SMOOTH);
else
GlStateManager.shadeModel(GL11.GL_FLAT);
for (BlockPos p : blockPosList) {
GlStateManager.pushMatrix();
GlStateManager.translate(
(center.getX() - p.getX()) * -1.0F,
(center.getY() - p.getY()) * -1.0F,
(center.getZ() - p.getZ()) * -1.0F);
shadedCube(0.4F);
GlStateManager.popMatrix();
}
GlStateManager.disableBlend();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.popMatrix();
GlStateManager.popAttrib();
}
代码示例来源:origin: thraaawn/CompactMachines
GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
代码示例来源:origin: thraaawn/CompactMachines
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
代码示例来源:origin: thraaawn/CompactMachines
GlStateManager.enableCull();
GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(7425);
} else {
代码示例来源:origin: thraaawn/CompactMachines
GlStateManager.enableCull();
GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
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