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I was just looking through the itemRenderer class and came across this.

 

public void renderItem(EntityLivingBase par1EntityLivingBase, ItemStack par2ItemStack, int par3, ItemRenderType type)
    {
        GL11.glPushMatrix();
        TextureManager texturemanager = this.mc.func_110434_K();

        Block block = null;
        if (par2ItemStack.getItem() instanceof ItemBlock && par2ItemStack.itemID < Block.blocksList.length)
        {
            block = Block.blocksList[par2ItemStack.itemID];
        }

        IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(par2ItemStack, type);
        if (customRenderer != null)
        {
            texturemanager.func_110577_a(texturemanager.func_130087_a(par2ItemStack.getItemSpriteNumber()));
            ForgeHooksClient.renderEquippedItem(type, customRenderer, renderBlocksInstance, par1EntityLivingBase, par2ItemStack);
        }
        else if (block != null && par2ItemStack.getItemSpriteNumber() == 0 && RenderBlocks.renderItemIn3d(Block.blocksList[par2ItemStack.itemID].getRenderType()))
        {
            texturemanager.func_110577_a(texturemanager.func_130087_a(0));
            this.renderBlocksInstance.renderBlockAsItem(Block.blocksList[par2ItemStack.itemID], par2ItemStack.getItemDamage(), 1.0F);
        }
        else
        {
            Icon icon = par1EntityLivingBase.getItemIcon(par2ItemStack, par3);

            if (icon == null)
            {
                GL11.glPopMatrix();
                return;
            }

            texturemanager.func_110577_a(texturemanager.func_130087_a(par2ItemStack.getItemSpriteNumber()));
            Tessellator tessellator = Tessellator.instance;
            float f = icon.getMinU();
            float f1 = icon.getMaxU();
            float f2 = icon.getMinV();
            float f3 = icon.getMaxV();
            float f4 = 0.0F;
            float f5 = 0.3F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            GL11.glTranslatef(-f4, -f5, 0.0F);
            float f6 = 1.5F;
            GL11.glScalef(f6, f6, f6);
            GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
            GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
            renderItemIn2D(tessellator, f1, f2, f, f3, icon.getOriginX(), icon.getOriginY(), 0.0625F);

            if (par2ItemStack.hasEffect(par3))
            {
                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDisable(GL11.GL_LIGHTING);
                texturemanager.func_110577_a(field_110930_b);
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
                float f7 = 0.76F;
                GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
                GL11.glMatrixMode(GL11.GL_TEXTURE);
                GL11.glPushMatrix();
                float f8 = 0.125F;
                GL11.glScalef(f8, f8, f8);
                float f9 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
                GL11.glTranslatef(f9, 0.0F, 0.0F);
                GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(f8, f8, f8);
                f9 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
                GL11.glTranslatef(-f9, 0.0F, 0.0F);
                GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        }

        GL11.glPopMatrix();
    }

 

and my question is, how can i use this to make my own custom enchantment effect

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