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https://github.com/MineLittlePony/MineLittlePony.git
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More rendering shenanigans
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parent
e2b6075fb6
commit
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3 changed files with 8 additions and 3 deletions
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@ -486,11 +486,9 @@ public class GuiSkins extends GameGui {
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rotate(((updateCounter + partialTick) * 2.5F) % 360, 0, 1, 0);
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rotate(((updateCounter + partialTick) * 2.5F) % 360, 0, 1, 0);
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thePlayer.rotationYawHead = (float)Math.atan(mouseX / 20) * -30;
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thePlayer.rotationYawHead = (float)Math.atan(mouseX / 20) * 30;
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thePlayer.rotationPitch = (float)Math.atan(mouseY / 40) * -20;
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thePlayer.rotationPitch = (float)Math.atan(mouseY / 40) * -20;
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translate(0, thePlayer.getYOffset(), 0);
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mc.getRenderManager().renderEntity(thePlayer, 0, 0, 0, 0, 1, false);
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mc.getRenderManager().renderEntity(thePlayer, 0, 0, 0, 0, 1, false);
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popMatrix();
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popMatrix();
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@ -104,16 +104,22 @@ public class RenderPlayerModel<M extends EntityPlayerModel> extends RenderLiving
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player.leftArmPose = ArmPose.EMPTY;
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player.leftArmPose = ArmPose.EMPTY;
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player.rightArmPose = ArmPose.EMPTY;
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player.rightArmPose = ArmPose.EMPTY;
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double offset = entity.getYOffset() + 0.01;
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pushMatrix();
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enableBlend();
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enableBlend();
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color(1, 1, 1, 0.3F);
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color(1, 1, 1, 0.3F);
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translate(0, offset, 0);
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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color(1, 1, 1, 1);
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color(1, 1, 1, 1);
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disableBlend();
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disableBlend();
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popMatrix();
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pushMatrix();
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pushMatrix();
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scale(1, -1, 1);
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scale(1, -1, 1);
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translate(0, offset, 0);
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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popMatrix();
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popMatrix();
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@ -53,6 +53,7 @@ public class RenderPonyModel extends RenderPlayerModel<EntityPonyModel> implemen
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if (renderingAsHuman) {
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if (renderingAsHuman) {
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super.preRenderCallback(entity, ticks);
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super.preRenderCallback(entity, ticks);
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} else {
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} else {
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//GlStateManager.scale(1.1, 1.1, 1.1);
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renderPony.preRenderCallback(entity, ticks);
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renderPony.preRenderCallback(entity, ticks);
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GlStateManager.translate(0, 0, -entity.width / 2); // move us to the center of the shadow
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GlStateManager.translate(0, 0, -entity.width / 2); // move us to the center of the shadow
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