diff options
| author | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
|---|---|---|
| committer | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
| commit | 087b7e7abfe81dd7f0fdcdea36ac9f245950df1a (patch) | |
| tree | 69454763e73ca764af4e682d3573080b13138a0e /Minecraft.Client/ArrowRenderer.cpp | |
| parent | a9be52c41a02d207233199e98898fe7483d7e817 (diff) | |
Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
Diffstat (limited to 'Minecraft.Client/ArrowRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/ArrowRenderer.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/Minecraft.Client/ArrowRenderer.cpp b/Minecraft.Client/ArrowRenderer.cpp index a7dd6efd..4698cd6e 100644 --- a/Minecraft.Client/ArrowRenderer.cpp +++ b/Minecraft.Client/ArrowRenderer.cpp @@ -23,7 +23,7 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f; else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f; - glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)); + glTranslatef((float)x, (float)y, (float)z); glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0); glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1); @@ -55,19 +55,19 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double // glNormal3f(ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(1,0,0); - t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v02)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v02)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v12)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v12)); + t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02)); + t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02)); + t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12)); + t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12)); t->end(); // glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(-1,0,0); - t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v02)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v02)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v12)); - t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v12)); + t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02)); + t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02)); + t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12)); + t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12)); t->end(); for (int i = 0; i < 4; i++) @@ -77,10 +77,10 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double // glNormal3f(0, 0, ss); // 4J - changed to use tesselator t->begin(); t->normal(0,0,1); - t->vertexUV(static_cast<float>(-8), static_cast<float>(-2), static_cast<float>(0), (float)( u0), (float)( v0)); - t->vertexUV(static_cast<float>(+8), static_cast<float>(-2), static_cast<float>(0), (float)( u1), (float)( v0)); - t->vertexUV(static_cast<float>(+8), static_cast<float>(+2), static_cast<float>(0), (float)( u1), (float)( v1)); - t->vertexUV(static_cast<float>(-8), static_cast<float>(+2), static_cast<float>(0), (float)( u0), (float)( v1)); + t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0)); + t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0)); + t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1)); + t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1)); t->end(); } glDisable(GL_RESCALE_NORMAL); |
