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OpenGlHelper.setClientActiveTexture
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How to use
setClientActiveTexture
method
in
net.minecraft.client.renderer.OpenGlHelper

Best Java code snippets using net.minecraft.client.renderer.OpenGlHelper.setClientActiveTexture (Showing top 6 results out of 315)

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}
origin: Lunatrius/Schematica

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);
}
origin: Lunatrius/Schematica

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);
}
origin: AlgorithmX2/Chisels-and-Bits

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 );
}
origin: Lunatrius/Schematica

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;
    }
  }
}
origin: AlgorithmX2/Chisels-and-Bits

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:
origin: OpenMods/OpenModsLib

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();
  };
net.minecraft.client.rendererOpenGlHelpersetClientActiveTexture

Popular methods of OpenGlHelper

  • setLightmapTextureCoords
  • glBlendFunc
  • setActiveTexture
  • glBindBuffer
  • glBindFramebuffer
  • useVbo
  • glCheckFramebufferStatus
  • glDeleteFramebuffers
  • glFramebufferRenderbuffer
  • glFramebufferTexture2D
  • glGenFramebuffers
  • glGenRenderbuffers
  • glGenFramebuffers,
  • glGenRenderbuffers,
  • glRenderbufferStorage,
  • areShadersSupported,
  • glAttachShader,
  • glBindRenderbuffer,
  • glCompileShader,
  • glCreateProgram,
  • glCreateShader

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