public static void renderTexturedQuad(float par1, float par2, float par3, float par4) { Tessellator par0Tessellator = Tessellator.getInstance(); VertexBuffer renderer = par0Tessellator.getBuffer(); renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.ITEM); renderer.pos(0, 0, 0).tex((double) par1, (double) par4).normal(0, 0, 1).endVertex(); renderer.pos(1, 0, 0).tex((double) par3, (double) par4).normal(0, 0, 1).endVertex(); renderer.pos(1, 1, 0).tex((double) par3, (double) par2).normal(0, 0, 1).endVertex(); renderer.pos(0, 1, 0).tex((double) par1, (double) par2).normal(0, 0, 1).endVertex(); par0Tessellator.draw(); }
VertexBuffer p_78439_0_ = tess.getBuffer(); p_78439_0_.begin(GL11.GL_QUADS, DefaultVertexFormats.ITEM); p_78439_0_.pos(0, 0, 0).tex((double) p_78439_1_, (double) p_78439_4_).normal(0, 0, 1).endVertex(); p_78439_0_.pos(1, 0, 0).tex((double) p_78439_3_, (double) p_78439_4_).normal(0, 0, 1).endVertex(); p_78439_0_.pos(1, 1, 0).tex((double) p_78439_3_, 0).normal(0, 0, 1).endVertex(); p_78439_0_.pos(0, 1, 0).tex((double) p_78439_1_, 0).normal(0, 0, 1).endVertex(); tess.draw(); p_78439_0_.begin(GL11.GL_QUADS, DefaultVertexFormats.ITEM); p_78439_0_.pos(0, 1, -0.0625).tex((double) p_78439_1_, 0).normal(0, 0, -1).endVertex(); p_78439_0_.pos(1, 1, -0.0625).tex((double) p_78439_3_, 0).normal(0, 0, -1).endVertex(); p_78439_0_.pos(1, 0, -0.0625).tex((double) p_78439_3_, (double) p_78439_4_).normal(0, 0, -1).endVertex(); p_78439_0_.pos(0, 0, -0.0625).tex((double) p_78439_1_, (double) p_78439_4_).normal(0, 0, -1).endVertex(); tess.draw(); float f5 = 0.5F * (p_78439_1_ - p_78439_3_) / (float) 64; f7 = (float) k / (float) 64; f8 = p_78439_1_ + (p_78439_3_ - p_78439_1_) * f7 - f5; p_78439_0_.pos((double) f7, 0, -0.0625).tex((double) f8, (double) p_78439_4_).normal(-1, 0, 0).endVertex(); p_78439_0_.pos((double) f7, 0, 0).tex((double) f8, (double) p_78439_4_).normal(-1, 0, 0).endVertex(); p_78439_0_.pos((double) f7, 1, 0).tex((double) f8, 0).normal(-1, 0, 0).endVertex(); p_78439_0_.pos((double) f7, 1, -0.0625).tex((double) f8, 0).normal(-1, 0, 0).endVertex(); f8 = p_78439_1_ + (p_78439_3_ - p_78439_1_) * f7 - f5; f9 = f7 + 1.0F / (float) 64; p_78439_0_.pos((double) f9, 1, -0.0625).tex((double) f8, 0).normal(1, 0, 0).endVertex(); p_78439_0_.pos((double) f9, 1, 0).tex((double) f8, 0).normal(1, 0, 0).endVertex(); p_78439_0_.pos((double) f9, 0, 0).tex((double) f8, (double) p_78439_4_).normal(1, 0, 0).endVertex(); p_78439_0_.pos((double) f9, 0, -0.0625).tex((double) f8, (double) p_78439_4_).normal(1, 0, 0).endVertex();
float depth = 0.0625F; vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_NORMAL); vertexBuffer.pos(0.0D, 0.0D, 0.0D).tex(this.u1, this.v2).normal(0.0F, 0.0F, 1.0F).endVertex(); vertexBuffer.pos(1.0D, 0.0D, 0.0D).tex(this.u2, this.v2).normal(0.0F, 0.0F, 1.0F).endVertex(); vertexBuffer.pos(1.0D, 1.0D, 0.0D).tex(this.u2, this.v1).normal(0.0F, 0.0F, 1.0F).endVertex(); vertexBuffer.pos(0.0D, 1.0D, 0.0D).tex(this.u1, this.v1).normal(0.0F, 0.0F, 1.0F).endVertex(); tessellator.draw(); vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_NORMAL); vertexBuffer.pos(0.0D, 1.0D, (0.0F - depth)).tex(this.u1, this.v1).normal(0.0F, 0.0F, -1.0F).endVertex(); vertexBuffer.pos(1.0D, 1.0D, (0.0F - depth)).tex(this.u2, this.v1).normal(0.0F, 0.0F, -1.0F).endVertex(); vertexBuffer.pos(1.0D, 0.0D, (0.0F - depth)).tex(this.u2, this.v2).normal(0.0F, 0.0F, -1.0F).endVertex(); vertexBuffer.pos(0.0D, 0.0D, (0.0F - depth)).tex(this.u1, this.v2).normal(0.0F, 0.0F, -1.0F).endVertex(); tessellator.draw(); float f5 = 0.5F * (this.u1 - this.u2) / this.width; f7 = (float) k / (float) this.width; f8 = this.u1 + (this.u2 - this.u1) * f7 - f5; vertexBuffer.pos(f7, 0.0D, (0.0F - depth)).tex(f8, this.v2).normal(-1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f7, 0.0D, 0.0D).tex(f8, this.v2).normal(-1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f7, 1.0D, 0.0D).tex(f8, this.v1).normal(-1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f7, 1.0D, (0.0F - depth)).tex(f8, this.v1).normal(-1.0F, 0.0F, 0.0F).endVertex(); f8 = this.u1 + (this.u2 - this.u1) * f7 - f5; f9 = f7 + 1.0F / this.width; vertexBuffer.pos(f9, 1.0D, (0.0F - depth)).tex(f8, this.v1).normal(1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f9, 1.0D, 0.0D).tex(f8, this.v1).normal(1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f9, 0.0D, 0.0D).tex(f8, this.v2).normal(1.0F, 0.0F, 0.0F).endVertex(); vertexBuffer.pos(f9, 0.0D, (0.0F - depth)).tex(f8, this.v2).normal(1.0F, 0.0F, 0.0F).endVertex();