Some tidying up in muserenderer

This commit is contained in:
MachineMuse 2013-03-17 21:30:38 -06:00
parent e5e6834a74
commit b5702d2227

View file

@ -49,30 +49,6 @@ public abstract class MuseRenderer {
selectionCircle = new SwirlyMuseCircle(new Colour(0.0f, 1.0f, 0.0f, 0.0f), new Colour(0.8f, 1.0f, 0.8f, 1.0f));
}
selectionCircle.draw(radius, xoffset, yoffset);
// TODO: Do some caching to make this faster
// int start = (int) (System.currentTimeMillis() / 4 % 360);
// double startangle = 2.0 * Math.PI * start / 360.0;
// double endangle = startangle + 2.0 * Math.PI;
//
// DoubleBuffer vertices = getArcPoints(startangle, endangle, radius,
// xoffset, yoffset, 0);
// int numvertices = vertices.limit() / 3;
// DoubleBuffer colours = getColourGradient(, , numvertices);
// arraysOnC();
// texturelessOn();
// smoothingOn();
// on2D();
// GL11.glPushMatrix();
//
// GL11.glColorPointer(4, 0, colours);
// GL11.glVertexPointer(3, 0, vertices);
//
// GL11.glDrawArrays(GL11.GL_LINE_STRIP, 0, numvertices);
//
// GL11.glPopMatrix();
// off2D();
// texturelessOff();
// arraysOff();
}
/**
@ -208,15 +184,12 @@ public abstract class MuseRenderer {
public static void arraysOnT() {
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
// GL11.glEnableClientState(GL11.GL_INDEX_ARRAY);
}
public static void arraysOff() {
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
// GL11.glDisableClientState(GL11.GL_INDEX_ARRAY);
}
/**
@ -224,7 +197,6 @@ public abstract class MuseRenderer {
*/
public static void texturelessOn() {
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
/**
@ -238,7 +210,7 @@ public abstract class MuseRenderer {
* Call before doing anything with alpha blending
*/
public static void blendingOn() {
if (Minecraft.getMinecraft().isFancyGraphicsEnabled()) {
if (Minecraft.isFancyGraphicsEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH);
// GL11.glEnable(GL11.GL_LINE_SMOOTH);
// GL11.glEnable(GL11.GL_POLYGON_SMOOTH);