rift rendering work
Getting closer- still need to sync client and server
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@@ -41,7 +41,7 @@ public class RenderRift extends TileEntitySpecialRenderer
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//GL11.glLogicOp(GL11.GL_INVERT);
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// GL11.glEnable(GL11.GL_COLOR_LOGIC_OP);
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GL11.glColor4f(.3F, .3F, .3F, .2F);
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GL11.glColor4f(.15F, .15F, .15F, 1F);
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GL11.glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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@@ -67,8 +67,8 @@ public class RenderRift extends TileEntitySpecialRenderer
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{
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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drawVertex(xWorld+.5, yWorld-Math.log(quads.size()+1)/8, zWorld+.5);
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drawVertex(xWorld+.5, yWorld+Math.log(quads.size()+1)/8, zWorld+.5);
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drawVertex(xWorld+.5, yWorld-Math.log(Math.pow(quads.size(),2)+1)/14, zWorld+.5);
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drawVertex(xWorld+.5, yWorld+Math.log(Math.pow(quads.size(),2)+1)/14, zWorld+.5);
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for(int i = 0;;i++)
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{
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if(!quads.containsKey(i))
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@@ -76,7 +76,7 @@ public class RenderRift extends TileEntitySpecialRenderer
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break;
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}
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double[] coords = quads.get(i);
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double width=Math.log(quads.size()-i+1)/8;
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double width=Math.log(Math.pow(quads.size(),2-i/2)+1)/14;
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if(coords[3]==0)
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{
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@@ -128,8 +128,8 @@ public class RenderRift extends TileEntitySpecialRenderer
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{
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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drawVertex(xWorld+.5, yWorld+Math.log(quads.size()+1)/8, zWorld+.5);
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drawVertex(xWorld+.5, yWorld-Math.log(quads.size()+1)/8, zWorld+.5);
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drawVertex(xWorld+.5, yWorld+Math.log(Math.pow(quads.size(),2)+1)/14, zWorld+.5);
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drawVertex(xWorld+.5, yWorld-Math.log(Math.pow(quads.size(),2)+1)/14, zWorld+.5);
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for(int i = 0;;i++)
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{
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if(!quads.containsKey(i))
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@@ -137,7 +137,7 @@ public class RenderRift extends TileEntitySpecialRenderer
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break;
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}
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double[] coords = quads.get(i);
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double width=Math.log(quads.size()-i+1)/8;
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double width=Math.log(Math.pow(quads.size(),2-i/2)+1)/14;
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if(coords[3]==0)
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{
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