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Showing content with the highest reputation on 10/30/19 in Posts

  1. No because you are constructing an object every frame in that case. While a ResourceLocation isn't all that taxing in terms of creation it is a bad practice and shouldn't be done. I would create a static array of ResourceLocation and index the value I want to use when I want to use it. Yeah even with the most up to date mcp snapshot they don't have proper parameter names. But if you take a look at the execution order. It all leads into innerBlit which deals with Tessellator and BufferBuilder. From there you can figure out what each parameter is: protected static void innerBlit(int p_innerBlit_0_, int p_innerBlit_1_, int p_innerBlit_2_, int p_innerBlit_3_, int p_innerBlit_4_, float p_innerBlit_5_, float p_innerBlit_6_, float p_innerBlit_7_, float p_innerBlit_8_) { p_innerBlit_0_ is the x position on the screen. p_innerBlit_1_ is the x position on the screen with the width added. p_innerBlit_2_ is the y position on the screen. p_innerBlit_3_ is the y position on the screen with the height added. p_innerBlit_4_ is the z position on the screen(use this.blitOffset). p_innerBlit_5_ is the textures x position in a 0-1.0 scale. p_innerBlit_6_ is the textures x position with the width added in a 0-1.0 scale. p_innerBlit_7_ is the textures z position in a 0-1.0 scale. p_innerBlit_8_ is the textures y position with the height added in a 0-1.0 scale.
    1 point
  2. His code (and coding practice) is such garbage it needs to be taken out back, shot, set on fire, and buried, never to be seen again. As in, almost everything he does is wrong in some way. And sure "it works for him" but everyone who watches his crap shows up here with the same garbage code, we've enshrined several of the problems created by him in the Common Issues thread. Problematic Code #4, #5, #14 Code Style #1, #2, #3, #4
    1 point
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