Posted April 19, 20187 yr I can use addVertexData and addVertexWithUV from Tessellator but i understand that want call getWorldRenderer() on 1.8.9++ how to use addVertexWithUV from other version ? In 1.7.10 i can rending it. public void updateMirror(float partialTick) { int w, h; float y, py, p, pp; boolean hide, pause; int view, limit; long endTime = 0; MovingObjectPosition mouseOver; w = mc.displayWidth; h = mc.displayHeight; y = mc.getRenderViewEntity().rotationYaw; py = mc.getRenderViewEntity().prevRotationYaw; p = mc.getRenderViewEntity().rotationPitch; pp = mc.getRenderViewEntity().prevRotationPitch; hide = mc.gameSettings.hideGUI; view = mc.gameSettings.thirdPersonView; limit = mc.gameSettings.limitFramerate; mouseOver = mc.objectMouseOver; switchToFB(); mc.displayHeight = 180; mc.displayWidth = 320; mc.gameSettings.hideGUI = true; mc.getRenderViewEntity().rotationYaw += 180; mc.getRenderViewEntity().prevRotationYaw += 180; mc.getRenderViewEntity().rotationPitch = -p + 18; mc.getRenderViewEntity().prevRotationPitch = -pp + 18; GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime()); GL11.glPopAttrib(); mc.objectMouseOver = mouseOver; mc.getRenderViewEntity().rotationYaw = y; mc.getRenderViewEntity().prevRotationYaw = py; mc.getRenderViewEntity().rotationPitch = p; mc.getRenderViewEntity().prevRotationPitch = pp; mc.gameSettings.limitFramerate = limit; mc.gameSettings.hideGUI = hide; mc.displayWidth = w; mc.displayHeight = h; mc.gameSettings.thirdPersonView = view; switchFromFB(); } public void TickUpdate(float partialTick) { Tessellator tes = Tessellator.getInstance(); if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return; GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, -2000); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24); tes.getWorldRenderer().addVertexData(vertexData); tes.draw(); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); tes.draw(); if (framecount++ % 2 == 0) { updateMirror(partialTick); } GL11.glPopAttrib(); mc.entityRenderer.setupOverlayRendering(); } But other version how to use ?(sample from 1.8.9) public void updateMirror(float partialTick) { int w, h; float y, py, p, pp; boolean hide, pause; int view, limit; long endTime = 0; MovingObjectPosition mouseOver; w = mc.displayWidth; h = mc.displayHeight; y = mc.getRenderViewEntity().rotationYaw; py = mc.getRenderViewEntity().prevRotationYaw; p = mc.getRenderViewEntity().rotationPitch; pp = mc.getRenderViewEntity().prevRotationPitch; hide = mc.gameSettings.hideGUI; view = mc.gameSettings.thirdPersonView; limit = mc.gameSettings.limitFramerate; mouseOver = mc.objectMouseOver; switchToFB(); mc.displayHeight = 180; mc.displayWidth = 320; mc.gameSettings.hideGUI = true; mc.getRenderViewEntity().rotationYaw += 180; mc.getRenderViewEntity().prevRotationYaw += 180; mc.getRenderViewEntity().rotationPitch = -p + 18; mc.getRenderViewEntity().prevRotationPitch = -pp + 18; GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime()); GL11.glPopAttrib(); mc.objectMouseOver = mouseOver; mc.getRenderViewEntity().rotationYaw = y; mc.getRenderViewEntity().prevRotationYaw = py; mc.getRenderViewEntity().rotationPitch = p; mc.getRenderViewEntity().prevRotationPitch = pp; mc.gameSettings.limitFramerate = limit; mc.gameSettings.hideGUI = hide; mc.displayWidth = w; mc.displayHeight = h; mc.gameSettings.thirdPersonView = view; switchFromFB(); } public void TickUpdate(float partialTick) { Tessellator tes = Tessellator.getInstance(); if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return; GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, -2000); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24); tes.getWorldRenderer().addVertexData(vertexData); tes.draw(); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); tes.draw(); if (framecount++ % 2 == 0) { updateMirror(partialTick); } GL11.glPopAttrib(); mc.entityRenderer.setupOverlayRendering(); }
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