Prepping for a true pulse effect
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0ecca70ffe
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1 changed files with 3 additions and 4 deletions
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@ -123,8 +123,7 @@ public class DrawBlockHighlightHandler {
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public static void renderSlidingQuad(int texture, float transparency) {
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public static void renderSlidingQuad(int texture, float transparency) {
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float slide = (System.currentTimeMillis() % 3000) / 3000f;
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float pulse = (System.currentTimeMillis() % 3000) / 3000f;
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double pulse = (double) 1 + slide;
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
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Tessellator tessellator = Tessellator.instance;
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Tessellator tessellator = Tessellator.instance;
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@ -132,10 +131,10 @@ public class DrawBlockHighlightHandler {
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glColor4f(1, 1, 1, slide);
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GL11.glColor4f(1, 1, 1, pulse);
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tessellator.startDrawingQuads();
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tessellator.startDrawingQuads();
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tessellator.setColorRGBA_F(1, 1, 1, slide);
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tessellator.setColorRGBA_F(1, 1, 1, pulse);
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tessellator.addVertexWithUV(-0.5D, 0.5D, 0F, 0, 1);
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tessellator.addVertexWithUV(-0.5D, 0.5D, 0F, 0, 1);
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tessellator.addVertexWithUV(0.5D, 0.5D, 0F, 1, 1);
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tessellator.addVertexWithUV(0.5D, 0.5D, 0F, 1, 1);
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