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[1.12.2] Where are addVertexWithUV function ?


zlappedx3

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I can use addVertexData and addVertexWithUV from Tessellator but i understand that want call getWorldRenderer() on 1.8.9++ how to use addVertexWithUV from other version ?

In 1.7.10 i can rending it.

public void updateMirror(float partialTick) {
    	int w, h;
        float y, py, p, pp;
        boolean hide, pause;
        int view, limit;
        long endTime = 0;
        MovingObjectPosition mouseOver;
        w = mc.displayWidth;
        h = mc.displayHeight;
        y = mc.getRenderViewEntity().rotationYaw;
        py = mc.getRenderViewEntity().prevRotationYaw;
        p = mc.getRenderViewEntity().rotationPitch;
        pp = mc.getRenderViewEntity().prevRotationPitch;
        hide = mc.gameSettings.hideGUI;
        view = mc.gameSettings.thirdPersonView;
        limit = mc.gameSettings.limitFramerate;
        mouseOver = mc.objectMouseOver;
        
        switchToFB();
        
        mc.displayHeight = 180;
        mc.displayWidth = 320;
        mc.gameSettings.hideGUI = true;
        mc.getRenderViewEntity().rotationYaw += 180;
        mc.getRenderViewEntity().prevRotationYaw += 180;
        mc.getRenderViewEntity().rotationPitch = -p + 18;
        mc.getRenderViewEntity().prevRotationPitch = -pp + 18;
        
        GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT);
        
        mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime());
        
        GL11.glPopAttrib();
        
        mc.objectMouseOver = mouseOver;
        mc.getRenderViewEntity().rotationYaw = y;
        mc.getRenderViewEntity().prevRotationYaw = py;
        mc.getRenderViewEntity().rotationPitch = p;
        mc.getRenderViewEntity().prevRotationPitch = pp;
        mc.gameSettings.limitFramerate = limit;
        mc.gameSettings.hideGUI = hide;
        mc.displayWidth = w;
        mc.displayHeight = h;
        mc.gameSettings.thirdPersonView = view;
        
        switchFromFB();
}
    
public void TickUpdate(float partialTick) {
		Tessellator tes = Tessellator.getInstance();
    	if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return;
    	
        GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glTranslatef(0, 0, -2000);
        
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat());
        GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24);
        tes.getWorldRenderer().addVertexData(vertexData);
        tes.draw();
        
        GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex);
        tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat());
        
        tes.draw();
        
        if (framecount++ % 2 == 0) {
        	updateMirror(partialTick);
        }
        
        GL11.glPopAttrib();
        mc.entityRenderer.setupOverlayRendering();
}


But other version how to use ?(sample from 1.8.9)
 

public void updateMirror(float partialTick) {
    	int w, h;
        float y, py, p, pp;
        boolean hide, pause;
        int view, limit;
        long endTime = 0;
        MovingObjectPosition mouseOver;
        w = mc.displayWidth;
        h = mc.displayHeight;
        y = mc.getRenderViewEntity().rotationYaw;
        py = mc.getRenderViewEntity().prevRotationYaw;
        p = mc.getRenderViewEntity().rotationPitch;
        pp = mc.getRenderViewEntity().prevRotationPitch;
        hide = mc.gameSettings.hideGUI;
        view = mc.gameSettings.thirdPersonView;
        limit = mc.gameSettings.limitFramerate;
        mouseOver = mc.objectMouseOver;
        
        switchToFB();
        
        mc.displayHeight = 180;
        mc.displayWidth = 320;
        mc.gameSettings.hideGUI = true;
        mc.getRenderViewEntity().rotationYaw += 180;
        mc.getRenderViewEntity().prevRotationYaw += 180;
        mc.getRenderViewEntity().rotationPitch = -p + 18;
        mc.getRenderViewEntity().prevRotationPitch = -pp + 18;
        
        GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT);
        
        mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime());
        
        GL11.glPopAttrib();
        
        mc.objectMouseOver = mouseOver;
        mc.getRenderViewEntity().rotationYaw = y;
        mc.getRenderViewEntity().prevRotationYaw = py;
        mc.getRenderViewEntity().rotationPitch = p;
        mc.getRenderViewEntity().prevRotationPitch = pp;
        mc.gameSettings.limitFramerate = limit;
        mc.gameSettings.hideGUI = hide;
        mc.displayWidth = w;
        mc.displayHeight = h;
        mc.gameSettings.thirdPersonView = view;
        
        switchFromFB();
    }
    
public void TickUpdate(float partialTick) {
		Tessellator tes = Tessellator.getInstance();
    	if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return;
    	
        GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glTranslatef(0, 0, -2000);
        
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat());
        GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24);
        tes.getWorldRenderer().addVertexData(vertexData);
        tes.draw();
        
        GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex);
        tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat());
        
        tes.draw();
        
        if (framecount++ % 2 == 0) {
        	updateMirror(partialTick);
        }
        
        GL11.glPopAttrib();
        mc.entityRenderer.setupOverlayRendering();
}

 

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