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authorSoopyboo32 <49228220+Soopyboo32@users.noreply.github.com>2022-01-29 06:56:21 +0800
committerSoopyboo32 <49228220+Soopyboo32@users.noreply.github.com>2022-01-29 06:56:21 +0800
commit42b7d4ff248e3832c792d37034fad076861dac28 (patch)
tree62d9bcc1e3525d3721d606a0960521c8e5fee2a5 /utils
parentdc4a2cb096b3fd7ddb7d133853f6a5436026b2ca (diff)
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blaze solver + make spotify box go to width of the max scroll + normalise text on spotify overlay so it doesent render an invalid caracter when the text has a dialect or something
Diffstat (limited to 'utils')
-rw-r--r--utils/renderUtils.js36
1 files changed, 36 insertions, 0 deletions
diff --git a/utils/renderUtils.js b/utils/renderUtils.js
index 1491756..1d3e646 100644
--- a/utils/renderUtils.js
+++ b/utils/renderUtils.js
@@ -81,6 +81,20 @@ module.exports = {
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_BLEND);
},
+ setupLineSmall: function(width){
+ GL11.glBlendFunc(770, 771);
+ GL11.glEnable(GL11.GL_BLEND);
+ GL11.glLineWidth(width);
+ GL11.glDisable(GL11.GL_TEXTURE_2D);
+ GL11.glDepthMask(false);
+ GlStateManager.func_179094_E();
+ },
+ endLineSmall: function(){
+ GlStateManager.func_179121_F();
+ GL11.glEnable(GL11.GL_TEXTURE_2D);
+ GL11.glDepthMask(true);
+ GL11.glDisable(GL11.GL_BLEND);
+ },
drawLineSmall:function (x, y, z, x2, y2, z2, r, g, b) {
Tessellator.begin(3).colorize(r, g, b);
@@ -90,6 +104,28 @@ module.exports = {
Tessellator.draw();
},
+ drawLinePoints: function(locations, r, g, b, thickness=1){
+ GL11.glBlendFunc(770, 771);
+ GL11.glEnable(GL11.GL_BLEND);
+ GL11.glLineWidth(thickness);
+ GL11.glDisable(GL11.GL_TEXTURE_2D);
+ GL11.glDepthMask(false);
+ GlStateManager.func_179094_E();
+
+ Tessellator.begin(3).colorize(r, g, b);
+
+ locations.forEach(loc => {
+ Tessellator.pos(...loc);
+ });
+
+ Tessellator.draw();
+
+
+ GlStateManager.func_179121_F();
+ GL11.glEnable(GL11.GL_TEXTURE_2D);
+ GL11.glDepthMask(true);
+ GL11.glDisable(GL11.GL_BLEND);
+ },
drawBoxAtBlockNotVisThruWalls:function (x, y, z, colorR, colorG, colorB){
GL11.glBlendFunc(770, 771);
GL11.glEnable(GL11.GL_BLEND);