Jump to content

[1.7.10]Blurring rendered textures


yorkeMC

Recommended Posts

So, I am using the ItemRenderer to render some symbols around the player. I wish for them to be blurred, but the ItemRenderer class ignores mcmeta files when using the function "ItemRenderer.renderItemIn2D". Is there any way to blur things rendered with ItemRenderer?

 

Here's my code:

 

 

 

@SideOnly(Side.CLIENT)
public void render(ItemStack stack, EntityPlayer player, float partialTicks) 
{
	Minecraft mc = Minecraft.getMinecraft();
	Tessellator tess = Tessellator.instance;
	Tessellator.renderingWorldRenderer = false;
	Random r = new Random();

	GL11.glPushMatrix();
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	float alpha = ((float) Math.sin((player.ticksExisted + partialTicks) * 0.2F) * 0.5F + 0.5F) * 0.4F + 0.3F;

	double posX = player.prevPosX + (player.posX - player.prevPosX) * partialTicks;
	double posY = player.prevPosY + (player.posY - player.prevPosY) * partialTicks;
	double posZ = player.prevPosZ + (player.posZ - player.prevPosZ) * partialTicks;

	GL11.glTranslated(posX - RenderManager.renderPosX, posY - RenderManager.renderPosY, posZ - RenderManager.renderPosZ);

	float base = getRotationBase(stack);
	int angles = 360;
	int segAngles = angles / SEGMENTS;
	float shift = base - segAngles / 2;

	float u = 1F;
	float v = 0.25F;

	float s = 3F;
	float m = 0.8F;

	float y = v * s * 2;

	float y0 = 0;

	int light = 15728880;
	int lightmapX = light % 65536;
	int lightmapY = light / 65536;

	int segmentLookedAt = getSegmentLookedAt(stack, player);

	for(int seg = 0; seg < SEGMENTS; seg++) 
	{
		boolean inside = false;
		float rotationAngle = (seg + 0.5F) * segAngles + shift;
		if(segmentLookedAt == seg)
			inside = true;

		GL11.glPushMatrix();
		GL11.glRotatef(rotationAngle, 0F, 1F, 0F);
		GL11.glTranslatef((s * m), -0.75F, 0F);
		mc.renderEngine.bindTexture(TextureMap.locationItemsTexture);
		GL11.glScalef(0.75F, 0.75F, 0.75F);
		Random random = new Random();

		if(segmentLookedAt == seg)
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, lightmapX, lightmapY);

		GL11.glTranslatef(0F, ((float) Math.sin((player.ticksExisted + partialTicks) * 0.2F) * 0.5F + 0.5F) * 0.1F + 0.2F, 0.5F);
		IIcon icon = aspects[seg];
		GL11.glRotatef(90F, 0F, 1F, 0F);
		GL11.glColor4f(1F, 1F, 1F, getWarpPoint(stack, seg).isValid() ? 0.9F : segmentLookedAt == seg ? 0.6F : 0.2F);
		float f = icon.getMinU();
		float f1 = icon.getMaxU();
		float f2 = icon.getMinV();
		float f3 = icon.getMaxV();
		ItemRenderer.renderItemIn2D(Tessellator.instance, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 1F / 32F);

		GL11.glColor3f(1F, 1F, 1F);
		GL11.glPopMatrix();
	}
	GL11.glPopMatrix();
}

 

 

 

while(awake)

{

    coffee++;

}

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.