Replace some GL 1.1 calls with GlStateManager calls
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@ -31,7 +31,6 @@ import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.settings.KeyBinding;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.opengl.GL11;
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import java.util.function.Consumer;
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@ -148,7 +147,7 @@ public final class GameEventHandler implements IGameEventListener, Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(1.0F, 1.0F, 0.0F, 0.4F);
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GL11.glLineWidth(2.0F);
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GlStateManager.glLineWidth(2.0F);
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GlStateManager.disableTexture2D();
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Tessellator tessellator = Tessellator.getInstance();
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@ -25,9 +25,9 @@ import java.util.HashMap;
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import java.util.Map;
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/**
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* This serves as a replacement to the old {@code MovementManager}'s
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* input overriding capabilities. It is vastly more extensible in the
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* inputs that can be overriden.
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* An interface with the game's control system allowing the ability to
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* force down certain controls, having the same effect as if we were actually
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* physically forcing down the assigned key.
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*
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* @author Brady
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* @since 7/31/2018 11:20 PM
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@ -29,7 +29,6 @@ import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import org.lwjgl.opengl.GL11;
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import java.awt.*;
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import java.util.Collection;
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@ -52,7 +51,7 @@ public final class PathRenderer implements Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
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GL11.glLineWidth(3.0F);
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GlStateManager.glLineWidth(3.0F);
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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List<BlockPos> positions = path.positions();
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@ -99,7 +98,7 @@ public final class PathRenderer implements Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
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GL11.glLineWidth(5.0F);
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GlStateManager.glLineWidth(5.0F);
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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float expand = 0.002F;
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