GlStateManager.enableTexture2D();
public static void renderAll() { if(!redStringTiles.isEmpty()) { GlStateManager.pushMatrix(); GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GL11.glPushAttrib(GL11.GL_LIGHTING_BIT); GlStateManager.disableLighting(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.color(1F, 0F, 0F, sizeAlpha); TileRedString tile; while((tile = redStringTiles.poll()) != null) renderTile(tile); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); GL11.glPopAttrib(); GlStateManager.popMatrix(); } }
GlStateManager.enableTexture2D();
GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.color(1F, 1F, 1F, 1F); GlStateManager.enableTexture2D(); GlStateManager.enableAlpha(); GlStateManager.popMatrix();
GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); GL11.glPopAttrib();
GlStateManager.enableTexture2D(); GlStateManager.shadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_STENCIL_TEST);
VertexBuffer.pos( 100.0D, -100.0D, -100.0D ).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.popMatrix(); GlStateManager.enableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableFog();
tessellator.draw(); GlStateManager.disableColorLogic(); GlStateManager.enableTexture2D();
public static void enableLightmap() { GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.enableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); }
worldrenderer.pos(i + 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); mc.fontRenderer.drawString(potato.name, -mc.fontRenderer.getStringWidth(potato.name) / 2, 0, 0xFFFFFF); worldrenderer.pos(i + 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); mc.fontRenderer.drawString(str, -mc.fontRenderer.getStringWidth(str) / 2, 0, 0xFFFFFF);
public static void drawGradientRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) { float var7 = (par5 >> 24 & 255) / 255F; float var8 = (par5 >> 16 & 255) / 255F; float var9 = (par5 >> 8 & 255) / 255F; float var10 = (par5 & 255) / 255F; float var11 = (par6 >> 24 & 255) / 255F; float var12 = (par6 >> 16 & 255) / 255F; float var13 = (par6 >> 8 & 255) / 255F; float var14 = (par6 & 255) / 255F; GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator var15 = Tessellator.getInstance(); var15.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); var15.getBuffer().pos(par3, par2, z).color(var8, var9, var10, var7).endVertex(); var15.getBuffer().pos(par1, par2, z).color(var8, var9, var10, var7).endVertex(); var15.getBuffer().pos(par1, par4, z).color(var12, var13, var14, var11).endVertex(); var15.getBuffer().pos(par3, par4, z).color(var12, var13, var14, var11).endVertex(); var15.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); }
GlStateManager.enableTexture2D(); GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.enableTexture2D(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.pushMatrix(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true);
GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.enableTexture2D();
@SuppressWarnings("static-access") protected void initialize() { GlStateManager.enableTexture2D(); texture_id_[0] = glGenTextures(); if(MCEF.CHECK_VRAM_LEAK) GL_TEXTURES.add(texture_id_[0]); GlStateManager.bindTexture(texture_id_[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GlStateManager.bindTexture(0); }
@Override public void renderBody(Galaxy galaxy, SpaceBody spaceBody, TileEntityMachineStarMap starMap, float partialTicks, float viewerDistance) { if (spaceBody instanceof Planet) { glLineWidth(1); Planet planet = (Planet) spaceBody; GlStateManager.pushMatrix(); renderPlanet(planet, viewerDistance); GlStateManager.popMatrix(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GlStateManager.enableTexture2D(); } }
GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); GL11.glPopAttrib();
GlStateManager.enableTexture2D(); GlStateManager.blendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA ); GlStateManager.color( 1.0f, 1.0f, 1.0f, 1.0f );
public static void finishRender(BufferBuilder buffer) { Tessellator.getInstance().draw(); buffer.setTranslation(0, 0, 0); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.depthMask(true); GL11.glDisable(GL_POLYGON_OFFSET_FILL); GlStateManager.enableDepth(); GlStateManager.enableTexture2D(); }
protected void drawConnection(Star from, Star to, double distanceMultiply) { GlStateManager.disableTexture2D(); RenderUtils.applyColorWithMultipy(Reference.COLOR_HOLO, 0.3f); glBegin(GL_LINE_STRIP); glVertex3d(from.getX() * distanceMultiply, from.getY() * distanceMultiply, from.getZ() * distanceMultiply); glVertex3d(to.getX() * distanceMultiply, to.getY() * distanceMultiply, to.getZ() * distanceMultiply); glEnd(); GlStateManager.enableTexture2D(); }