Package com.mojang.minecraft.render

Examples of com.mojang.minecraft.render.ShapeRenderer.begin()


            GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
            GL11.glTranslatef(-1.5F, 0.5F, 0.5F);
            GL11.glScalef(-1.0F, -1.0F, -1.0F);
            int var20 = var6.load("/terrain.png");
            GL11.glBindTexture(3553, var20);
            var7.begin();
            Block.blocks[var15].renderFullbright(var7);
            var7.end();
            GL11.glPopMatrix();
            if(var8.count[var12] > 1) {
               var23 = "" + var8.count[var12];
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    GL11.glScalef(0.05625F, unknown6, unknown6);

    GL11.glNormal3f(unknown6, 0.0F, 0.0F);

    shapeRenderer.begin();
    shapeRenderer.vertexUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown4);
    shapeRenderer.vertexUV(-7.0F, -2.0F, 2.0F, unknown3, unknown4);
    shapeRenderer.vertexUV(-7.0F, 2.0F, 2.0F, unknown3, unknown5);
    shapeRenderer.vertexUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown5);
    shapeRenderer.end();
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    shapeRenderer.vertexUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown5);
    shapeRenderer.end();

    GL11.glNormal3f(-unknown6, 0.0F, 0.0F);

    shapeRenderer.begin();
    shapeRenderer.vertexUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown4);
    shapeRenderer.vertexUV(-7.0F, 2.0F, 2.0F, unknown3, unknown4);
    shapeRenderer.vertexUV(-7.0F, -2.0F, 2.0F, unknown3, unknown5);
    shapeRenderer.vertexUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown5);
    shapeRenderer.end();
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            GL11.glClear(16640);
            ShapeRenderer var6 = ShapeRenderer.instance;
            int var7 = this.minecraft.textureManager.load("/dirt.png");
            GL11.glBindTexture(3553, var7);
            float var10 = 32.0F;
            var6.begin();
            var6.color(4210752);
            var6.vertexUV(0.0F, (float)var5, 0.0F, 0.0F, (float)var5 / var10);
            var6.vertexUV((float)var4, (float)var5, 0.0F, (float)var4 / var10, (float)var5 / var10);
            var6.vertexUV((float)var4, 0.0F, 0.0F, (float)var4 / var10, 0.0F);
            var6.vertexUV(0.0F, 0.0F, 0.0F, 0.0F, 0.0F);
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            var6.end();
            if(var1 >= 0) {
               var7 = var4 / 2 - 50;
               int var8 = var5 / 2 + 16;
               GL11.glDisable(3553);
               var6.begin();
               var6.color(8421504);
               var6.vertex((float)var7, (float)var8, 0.0F);
               var6.vertex((float)var7, (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + 100), (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + 100), (float)var8, 0.0F);
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            GL11.glScalef(1.6F, 1.6F, 1.6F);
         }

         GL11.glTranslatef(-1.5F, 0.5F, 0.5F);
         GL11.glScalef(-1.0F, -1.0F, -1.0F);
         var8.begin();
         var4.renderFullbright(var8);
         var8.end();
         GL11.glPopMatrix();
      }
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      ShapeRenderer var8 = ShapeRenderer.instance;
      GL11.glEnable(3042);
      GL11.glDisable(3553);
      GL11.glBlendFunc(770, 771);
      GL11.glColor4f(var6, var7, var9, var5);
      var8.begin();
      var8.vertex((float)var0, (float)var3, 0.0F);
      var8.vertex((float)var2, (float)var3, 0.0F);
      var8.vertex((float)var2, (float)var1, 0.0F);
      var8.vertex((float)var0, (float)var1, 0.0F);
      var8.end();
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      if(var5 > this.level.height) {
         var5 = this.level.height;
      }

      int var6 = 2048 / var5;
      var11.begin();

      int var7;
      for(var7 = -var5 * var6; var7 < var9.level.width + var5 * var6; var7 += var5) {
         for(int var8 = -var5 * var6; var8 < var9.level.height + var5 * var6; var8 += var5) {
            var10 = var12;
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         }
      }

      var11.end();
      GL11.glColor3f(0.8F, 0.8F, 0.8F);
      var11.begin();

      for(var7 = 0; var7 < var9.level.width; var7 += var5) {
         var11.vertexUV((float)var7, 0.0F, 0.0F, 0.0F, 0.0F);
         var11.vertexUV((float)(var7 + var5), 0.0F, 0.0F, (float)var5, 0.0F);
         var11.vertexUV((float)(var7 + var5), var12, 0.0F, (float)var5, var12);
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      if(var4 > this.level.height) {
         var4 = this.level.height;
      }

      var5 = 2048 / var4;
      var11.begin();

      for(var6 = -var4 * var5; var6 < var9.level.width + var4 * var5; var6 += var4) {
         for(var7 = -var4 * var5; var7 < var9.level.height + var4 * var5; var7 += var4) {
            float var13 = var10 - 0.1F;
            if(var6 < 0 || var7 < 0 || var6 >= var9.level.width || var7 >= var9.level.height) {
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