Rendering cleanup

Replaces the reflexive instantiation of the Renderes with a factory
method.

Some optimizations to the renderers to no longer push the whole OpenGL state to the stack.

General cleanup of duplicate code, etc
This commit is contained in:
yueh
2015-09-16 18:03:07 +02:00
parent 824ec1eccb
commit d5dfc31210
69 changed files with 435 additions and 343 deletions
@@ -60,8 +60,9 @@ public class ToolBiometricCardRender implements IItemRenderer
final float f7 = par2Icon.getMaxV();
final Tessellator tessellator = Tessellator.instance;
GL11.glPushMatrix();
GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
GL11.glPushAttrib( GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT );
if( type == ItemRenderType.INVENTORY )
{
@@ -96,6 +97,7 @@ public class ToolBiometricCardRender implements IItemRenderer
final float v = ExtraItemTextures.White.getIcon().getInterpolatedV( 8.1 );
String username = "";
if( item.getItem() instanceof IBiometricCard )
{
final GameProfile gp = ( (IBiometricCard) item.getItem() ).getProfile( item );
@@ -119,6 +121,7 @@ public class ToolBiometricCardRender implements IItemRenderer
}
final float z = 0;
for( int x = 0; x < 8; x++ )// 8
{
for( int y = 0; y < 6; y++ )// 6
@@ -150,6 +153,7 @@ public class ToolBiometricCardRender implements IItemRenderer
tessellator.addVertexWithUV( x, y + 1, z, u, v );
}
}
tessellator.draw();
GL11.glPopAttrib();