jitter together!
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parent
68ff8f6921
commit
04ec4b3d2d
2 changed files with 8 additions and 5 deletions
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@ -368,7 +368,7 @@ public class LSystem
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Poly2Tri.triangulate(poly);
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Poly2Tri.triangulate(poly);
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ArrayList<DelaunayTriangle> tris =(ArrayList<DelaunayTriangle>) poly.getTriangles();
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ArrayList<DelaunayTriangle> tris =(ArrayList<DelaunayTriangle>) poly.getTriangles();
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for(DelaunayTriangle tri : tris)
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for(DelaunayTriangle tri : tris)
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{
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{
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for(TriangulationPoint tpoint : tri.points)
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for(TriangulationPoint tpoint : tri.points)
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@ -93,17 +93,18 @@ public class RenderRift extends TileEntitySpecialRenderer
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int jIndex = 0;
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int jIndex = 0;
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// set the color for the render
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// set the color for the render
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GL11.glColor4f(.15F, .15F, .1F, 1F);
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GL11.glColor4f(.3F, .3F, .3F, 1F);
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//set the blending mode
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//set the blending mode
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GL11.glEnable(GL_BLEND);
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GL11.glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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// start rendering triangles for the moving shards
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// start rendering triangles for the moving shards
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GL11.glBegin(GL11.GL_TRIANGLES);
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GL11.glBegin(GL11.GL_TRIANGLES);
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for (Point p : poly.points)
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for (Point p : poly.points)
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{
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{
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jIndex++;
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jIndex = Math.abs(p.x+p.y);
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// calculate the rotation for the fractal, apply offset, and apply
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// calculate the rotation for the fractal, apply offset, and apply
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// jitter
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// jitter
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@ -131,9 +132,10 @@ public class RenderRift extends TileEntitySpecialRenderer
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GL11.glEnd();
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GL11.glEnd();
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//GL11.glDisable(GL_BLEND);
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//GL11.glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR);
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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/**
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GL11.glBegin(GL11.GL_TRIANGLES);
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GL11.glBegin(GL11.GL_TRIANGLES);
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// draw the next set of triangles to form a background and change their
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// draw the next set of triangles to form a background and change their
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@ -165,5 +167,6 @@ public class RenderRift extends TileEntitySpecialRenderer
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}
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}
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// stop drawing triangles
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// stop drawing triangles
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GL11.glEnd();
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GL11.glEnd();
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**/
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}
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}
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}
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}
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