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- 24 Июл 2022
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///CODE
CODE:
RenderSystem.pushMatrix();
RenderSystem.disableLighting();
RenderSystem.depthMask(false);
RenderSystem.enableBlend();
RenderSystem.shadeModel(7425);
RenderSystem.disableCull();
RenderSystem.disableAlphaTest();
RenderSystem.blendFuncSeparate(770, 1, 0, 1);
mc.getTextureManager().bindTexture(new ResourceLocation(resourceLocation.getPath()));
buffer.begin(GL11.GL_POLYGON, DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP);
buffer.pos(x, y + height, 0).color(color).tex(0, 1 - 0.01f).lightmap(0, 240).endVertex();
buffer.pos(x + width, y + height, 0).color(color2).tex(1, 1 - 0.01f).lightmap(0, 240).endVertex();
buffer.pos(x + width, y, 0).color(color3).tex(1, 0).lightmap(0, 240).endVertex();
buffer.pos(x, y, 0).color(color4).tex(0, 0).lightmap(0, 240).endVertex();
tessellator.draw();
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
RenderSystem.enableCull();
RenderSystem.enableAlphaTest();
RenderSystem.depthMask(true);
RenderSystem.popMatrix();
