render color final

This commit is contained in:
StevenRS11 2014-08-20 22:55:29 -05:00
parent a55fdbfd0f
commit 910f991734
2 changed files with 8 additions and 7 deletions
src/main/java/StevenDimDoors
mod_pocketDim/blocks
mod_pocketDimClient

View file

@ -320,7 +320,7 @@ public class BlockRift extends Block implements ITileEntityProvider
if(rand.nextBoolean())
{
//renders an extra little blob on top of the actual rift location so its easier to find. Eventually will only render if the player has the goggles.
// FMLClientHandler.instance().getClient().effectRenderer.addEffect(new GoggleRiftFX(par1World,par2+.5, par3+.5, par4+.5, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, FMLClientHandler.instance().getClient().effectRenderer));
FMLClientHandler.instance().getClient().effectRenderer.addEffect(new GoggleRiftFX(world,x+.5, y+.5, z+.5, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, FMLClientHandler.instance().getClient().effectRenderer));
}
if(tile.shouldClose)
{

View file

@ -95,7 +95,7 @@ public class RenderRift extends TileEntitySpecialRenderer
// gets the same jitter waveform over multiple frames
int jIndex = 0;
// set the color for the render
GL11.glColor4f(.02F, .02F, .02F, 1F);
GL11.glColor4f(.1F, .1F, .1F, 1F);
//set the blending mode
GL11.glEnable(GL_BLEND);
@ -109,7 +109,7 @@ public class RenderRift extends TileEntitySpecialRenderer
// jitter
double x = (((p.x + jitters[(jIndex + 1) % jCount]) - offsetX) * Math.cos(Math.toRadians(riftRotation)) - (jitters[(jIndex + 2) % jCount])
* Math.sin(Math.toRadians(riftRotation)));
double y = p.y + (jitters[jIndex % jCount]);
double y = p.y + (jitters[jIndex % jCount]) - offsetY;
double z = (((p.x + jitters[(jIndex + 2) % jCount]) - offsetX) * Math.sin(Math.toRadians(riftRotation)) + (jitters[(jIndex + 2) % jCount]) * Math
.cos(Math.toRadians(riftRotation)));
@ -132,8 +132,9 @@ public class RenderRift extends TileEntitySpecialRenderer
}
GL11.glEnd();
glBlendFunc(GL_ONE, GL_ONE_MINUS_DST_COLOR);
GL11.glColor4f(.3F, .3F, .3F, .2F);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO );
@ -145,7 +146,7 @@ public class RenderRift extends TileEntitySpecialRenderer
jIndex++;
double x = (((p.x) - offsetX) * Math.cos(Math.toRadians(riftRotation)) - 0 * Math.sin(Math.toRadians(riftRotation)));
double y = p.y;
double y = p.y - offsetY;
double z = (((p.x) - offsetX) * Math.sin(Math.toRadians(riftRotation)) + 0 * Math.cos(Math.toRadians(riftRotation)));
x *= scale;
@ -158,7 +159,7 @@ public class RenderRift extends TileEntitySpecialRenderer
if (jIndex % 3 == 0)
{
GL11.glColor4d(jitters[(jIndex + 5) % jCount] / 11, jitters[(jIndex + 4) % jCount] / 8, jitters[(jIndex+3) % jCount] / 8, 1);
//GL11.glColor4d(1-jitters[(jIndex + 5) % jCount] / 11,1- jitters[(jIndex + 4) % jCount] / 8, 1-jitters[(jIndex+3) % jCount] / 8, 1);
}
GL11.glVertex3d(xWorld + x, yWorld + y, zWorld + z);
}