Package net.minecraft.client.renderer

Examples of net.minecraft.client.renderer.Tessellator.startDrawing()


            tessellator.addVertex(PneumaticCraftUtils.cos[i] * (size + 0.1D), PneumaticCraftUtils.sin[i] * (size + 0.1D), 0);
        }
        tessellator.draw();

        GL11.glRotatef(180, 0, 0, 1);
        tessellator.startDrawing(GL11.GL_TRIANGLE_STRIP);
        // tessellator.setColorRGBA_F(red, green, blue, alpha);
        for(int i = 0; i < PneumaticCraftUtils.circlePoints / 4; i++) {
            tessellator.addVertex(PneumaticCraftUtils.cos[i] * size, PneumaticCraftUtils.sin[i] * size, 0);
            tessellator.addVertex(PneumaticCraftUtils.cos[i] * (size + 0.1D), PneumaticCraftUtils.sin[i] * (size + 0.1D), 0);
        }
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        GL11.glLineWidth(2.0F);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);

        GL11.glTranslated(triangleX, triangleY, 0);
        GL11.glRotatef(triangleAngle, 0, 0, 1);
        tessellator.startDrawing(GL11.GL_LINE_LOOP);
        tessellator.addVertex(5, 5, -90F);
        tessellator.addVertex(15, 5, -90F);
        tessellator.addVertex(10, 0, -90F);
        tessellator.draw();
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        Tessellator tess = Tessellator.instance;
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glLineWidth(2.0F);
        // Draw the green and red surface in the gauge.
        GL11.glColor4d(0.7D, 0, 0, 1);
        tess.startDrawing(GL11.GL_TRIANGLE_FAN);
        tess.addVertex(xPos, yPos, zLevel);
        // System.out.println("gauge points: "+ GAUGE_POINTS);
        int explodeBoundary = GAUGE_POINTS - (int)((dangerPressure - minPressure) / (maxPressure - minPressure) * GAUGE_POINTS);
        int workingBoundary = GAUGE_POINTS - (int)((minWorkingPressure - minPressure) / (maxPressure - minPressure) * GAUGE_POINTS);
        boolean changedColorGreen = false;
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        boolean changedColorYellow = false;
        for(int i = 0; i < GAUGE_POINTS; i++) {
            if(i == explodeBoundary && !changedColorGreen) {
                tess.draw();
                GL11.glColor4d(0, 0.7D, 0, 1);
                tess.startDrawing(GL11.GL_TRIANGLE_FAN);
                tess.addVertex(xPos, yPos, zLevel);
                i--;
                changedColorGreen = true;
            }
            if(i == workingBoundary && !changedColorYellow) {
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                changedColorGreen = true;
            }
            if(i == workingBoundary && !changedColorYellow) {
                tess.draw();
                GL11.glColor4d(0.9D, 0.9D, 0, 1);
                tess.startDrawing(GL11.GL_TRIANGLE_FAN);
                tess.addVertex(xPos, yPos, zLevel);
                i--;
                changedColorYellow = true;
            }
            double angle = (double)-i / (double)CIRCLE_POINTS * 2D * Math.PI - STOP_ANGLE;
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        tess.draw();

        // Draw the black surrounding circle
        GL11.glColor4d(0.0, 0.0, 0.0, 1.0);

        tess.startDrawing(GL11.GL_LINE_LOOP);
        for(int i = 0; i < CIRCLE_POINTS; i++) {
            double angle = (double)i / (double)CIRCLE_POINTS * 2D * Math.PI;
            tess.addVertex(Math.cos(angle) * RADIUS + xPos, Math.sin(angle) * RADIUS + yPos, zLevel);
        }
        tess.draw();
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        tess.draw();

        // Draw the scale
        int currentScale = (int)maxPressure;
        List<int[]> textScalers = new ArrayList<int[]>();
        tess.startDrawing(GL11.GL_LINES);
        for(int i = 0; i <= GAUGE_POINTS; i++) {
            double angle = (double)-i / (double)CIRCLE_POINTS * 2D * Math.PI - STOP_ANGLE;
            if(i == GAUGE_POINTS - (int)((currentScale - minPressure) / (maxPressure - minPressure) * GAUGE_POINTS)) {
                textScalers.add(new int[]{currentScale, (int)(Math.cos(angle) * RADIUS * 1.4D), (int)(Math.sin(angle) * RADIUS * 1.4D)});
                currentScale--;
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        // Draw the needle.
        GL11.glColor4d(0.0, 0.0, 0.0, 1.0);
        double angleIndicator = GAUGE_POINTS - (int)((currentPressure - minPressure) / (maxPressure - minPressure) * GAUGE_POINTS);
        angleIndicator = -angleIndicator / CIRCLE_POINTS * 2D * Math.PI - STOP_ANGLE;
        tess.startDrawing(GL11.GL_LINE_LOOP);
        tess.addVertex(Math.cos(angleIndicator + 0.89D * Math.PI) * RADIUS * 0.3D + xPos, Math.sin(angleIndicator + 0.89D * Math.PI) * RADIUS * 0.3D + yPos, zLevel);
        tess.addVertex(Math.cos(angleIndicator + 1.11D * Math.PI) * RADIUS * 0.3D + xPos, Math.sin(angleIndicator + 1.11D * Math.PI) * RADIUS * 0.3D + yPos, zLevel);
        tess.addVertex(Math.cos(angleIndicator) * RADIUS * 0.8D + xPos, Math.sin(angleIndicator) * RADIUS * 0.8D + yPos, zLevel);
        tess.draw();

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        GL11.glPushMatrix();
        // GL11.glTranslated(-0.5D, -0.5D, -0.5D);
        GL11.glTranslated(x, y, z);
        Tessellator tess = Tessellator.instance;

        tess.startDrawing(GL11.GL_LINES);
        tess.addVertex(minX, minY, minZ);
        tess.addVertex(minX, maxY, minZ);
        tess.addVertex(minX, minY, maxZ);
        tess.addVertex(minX, maxY, maxZ);
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            } else {
                GL11.glColor4d(0.8, 0.8, 0.8, 1);
            }
            Tessellator t = Tessellator.instance;

            t.startDrawing(GL11.GL_LINE_STRIP);
            t.addVertex(x + 2, y + 5, zLevel);
            t.addVertex(x + 5, y + 7, zLevel);
            t.addVertex(x + 8, y + 3, zLevel);
            t.draw();
            GL11.glEnable(GL11.GL_TEXTURE_2D);
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