info.plugmania.novacraft.event.gui.Render3DHUDEvent.java Source code

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Here is the source code for info.plugmania.novacraft.event.gui.Render3DHUDEvent.java

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/*
   Additional permission is granted, as an exception allowed under section
   7 of the GNU GPLv3 to allow the inclusion of modified versions of source
   code derived from the decompilation of Minecraft as if they were covered
   by the licence.
       
   You are completely free to remove this exception, however, it will
   mean you are unable to convey the modifications to Minecraft files
   (the modifications are under the GNU GPLv3) within the files they
   modify unless you use a similar exception yourself.
       
       
NovaCraft - Minecraft client side modding API
Copyright (C) 2012 korikisulda
    
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
    
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
    
You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/
package info.plugmania.novacraft.event.gui;

import net.minecraft.client.Minecraft;

import org.lwjgl.opengl.GL11;

public class Render3DHUDEvent extends Render3DOverlayEvent {
    public void enable() {
        GL11.glPushMatrix();
        GL11.glDepthMask(true);
        //GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);
        Minecraft.getMinecraft().entityRenderer.disableLightmap(1.0D);
    }

    public void disable() {
        Minecraft.getMinecraft().entityRenderer.enableLightmap(1.0D);
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDisable(GL11.GL_LINE_SMOOTH);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glPopMatrix();
    }
}