private void preRenderChunk() { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); }
private void setupArrayPointers() { GL11.glVertexPointer(3, GL11.GL_FLOAT, 28, 0L); GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 28, 12L); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 28, 16L); OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glTexCoordPointer(2, GL11.GL_SHORT, 28, 24L); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); }
private void setupArrayPointers() { GlStateManager.glVertexPointer( 3, GL11.GL_FLOAT, 28, 0 ); GlStateManager.glColorPointer( 4, GL11.GL_UNSIGNED_BYTE, 28, 12 ); GlStateManager.glTexCoordPointer( 2, GL11.GL_FLOAT, 28, 16 ); OpenGlHelper.setClientActiveTexture( OpenGlHelper.lightmapTexUnit ); GlStateManager.glTexCoordPointer( 2, GL11.GL_SHORT, 28, 24 ); OpenGlHelper.setClientActiveTexture( OpenGlHelper.defaultTexUnit ); }
private void postRenderChunk() { final List<VertexFormatElement> elements = DefaultVertexFormats.BLOCK.getElements(); for (final VertexFormatElement element : elements) { final VertexFormatElement.EnumUsage usage = element.getUsage(); final int index = element.getIndex(); switch (usage) { case POSITION: GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); break; case UV: OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + index); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); break; case COLOR: GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GlStateManager.resetColor(); break; } } }
OpenGlHelper.setClientActiveTexture( OpenGlHelper.defaultTexUnit ); GlStateManager.glEnableClientState( 32888 ); OpenGlHelper.setClientActiveTexture( OpenGlHelper.lightmapTexUnit ); GlStateManager.glEnableClientState( 32888 ); OpenGlHelper.setClientActiveTexture( OpenGlHelper.defaultTexUnit ); GlStateManager.glEnableClientState( 32886 ); break; case UV: OpenGlHelper.setClientActiveTexture( OpenGlHelper.defaultTexUnit + i ); GlStateManager.glDisableClientState( 32888 ); OpenGlHelper.setClientActiveTexture( OpenGlHelper.defaultTexUnit ); break; case COLOR:
case UV: setup = () -> { OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + index); glTexCoordPointer(count, constant, stride, offset); glEnableClientState(GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); prevSetup.run(); }; OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + index); glDisableClientState(GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); prevCleanup.run(); };