Java tutorial
/** * Copyright (c) 2011-2014, SpaceToad and the BuildCraft Team * http://www.mod-buildcraft.com * * BuildCraft is distributed under the terms of the Minecraft Mod Public * License 1.0, or MMPL. Please check the contents of the license located in * http://www.mod-buildcraft.com/MMPL-1.0.txt */ package buildcraft.builders; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import buildcraft.core.DefaultProps; import buildcraft.core.EntityLaser; import buildcraft.core.LaserData; import buildcraft.core.render.RenderLaser; public class RenderPathMarker extends TileEntitySpecialRenderer { private static final ResourceLocation CHAMBER_TEXTURE = new ResourceLocation( DefaultProps.TEXTURE_PATH_BLOCKS + "/chamber2.png"); private ModelBase model = new ModelBase() { }; private ModelRenderer box; public RenderPathMarker() { box = new ModelRenderer(model, 0, 1); box.addBox(-8F, -8F, -8F, 16, 4, 16); box.rotationPointX = 8; box.rotationPointY = 8; box.rotationPointZ = 8; } @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { TilePathMarker marker = (TilePathMarker) tileentity; if (marker != null) { GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTranslated(x, y, z); GL11.glTranslated(-tileentity.xCoord, -tileentity.yCoord, -tileentity.zCoord); for (LaserData laser : marker.lasers) { if (laser != null) { GL11.glPushMatrix(); RenderLaser.doRenderLaser(TileEntityRendererDispatcher.instance.field_147553_e, laser, EntityLaser.LASER_TEXTURES[3]); GL11.glPopMatrix(); } } //GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopAttrib(); GL11.glPopMatrix(); } } }