package pneumaticCraft.client.render.pneumaticArmor; import net.minecraft.client.renderer.Tessellator; import net.minecraft.world.World; import org.lwjgl.opengl.GL11; public class RenderCoordWireframe{ public final int x, y, z; public final World worldObj; public int ticksExisted; public RenderCoordWireframe(World worldObj, int x, int y, int z){ this.worldObj = worldObj; this.x = x; this.y = y; this.z = z; } public void render(float partialTicks){ /* Block block = Block.blocksList[world.getBlockId(x, y, z)]; block.setBlockBoundsBasedOnState(world, x, y, z); double minX = block.getBlockBoundsMinX(); double minY = block.getBlockBoundsMinY(); double minZ = block.getBlockBoundsMinZ(); double maxX = minX + (block.getBlockBoundsMaxX() - minX) * progress; double maxY = minY + (block.getBlockBoundsMaxY() - minY) * progress; double maxZ = minZ + (block.getBlockBoundsMaxX() - minZ) * progress; */ double minX = 0; double minY = 0; double minZ = 0; double maxX = 1; double maxY = 1; double maxZ = 1; float progress = (ticksExisted % 20 + partialTicks) / 20; GL11.glDepthMask(false); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glLineWidth(1.0F); // GL11.glColor4d(0, 1, 1, progress < 0.5F ? progress + 0.5F : 1.5 - progress); GL11.glColor4d(0, progress < 0.5F ? progress + 0.5F : 1.5 - progress, 1, 1); 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); tess.addVertex(maxX, minY, minZ); tess.addVertex(maxX, maxY, minZ); tess.addVertex(maxX, minY, maxZ); tess.addVertex(maxX, maxY, maxZ); tess.addVertex(minX, minY, minZ); tess.addVertex(maxX, minY, minZ); tess.addVertex(minX, minY, maxZ); tess.addVertex(maxX, minY, maxZ); tess.addVertex(minX, maxY, minZ); tess.addVertex(maxX, maxY, minZ); tess.addVertex(minX, maxY, maxZ); tess.addVertex(maxX, maxY, maxZ); tess.addVertex(minX, minY, minZ); tess.addVertex(minX, minY, maxZ); tess.addVertex(maxX, minY, minZ); tess.addVertex(maxX, minY, maxZ); tess.addVertex(minX, maxY, minZ); tess.addVertex(minX, maxY, maxZ); tess.addVertex(maxX, maxY, minZ); tess.addVertex(maxX, maxY, maxZ); tess.draw(); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); } }