Posted August 8, 201312 yr 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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