Use DisplayInteger to abstract away some GL11 calls

This commit is contained in:
Ben Spiers 2013-08-01 23:03:43 +01:00
parent 260b9ed62f
commit c642792cb6

View file

@ -7,6 +7,7 @@ import mekanism.common.ISpecialBounds;
import mekanism.common.MekanismUtils; import mekanism.common.MekanismUtils;
import net.minecraft.block.Block; import net.minecraft.block.Block;
import net.minecraft.client.Minecraft; import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.RenderHelper;
@ -265,6 +266,24 @@ public class MekanismRenderer
{ {
return obj instanceof DisplayInteger && ((DisplayInteger)obj).display == display; return obj instanceof DisplayInteger && ((DisplayInteger)obj).display == display;
} }
public static DisplayInteger createAndStart()
{
DisplayInteger newInteger = new DisplayInteger();
newInteger.display = GLAllocation.generateDisplayLists(1);
GL11.glNewList(newInteger.display, GL11.GL_COMPILE);
return newInteger;
}
public static void endList()
{
GL11.glEndList();
}
public void render()
{
GL11.glCallList(display);
}
} }
public static TextureMap getTextureMap(int type) public static TextureMap getTextureMap(int type)