Ой хоспадееее, не надо плезМожно каждый пиксель рисовать кк отдельный однотонный полигон
Через него сейчас и пытаюсь, но пока получается только белый полигон.есть же дефолтный класс DynamicTexture
int[] ints = {
0xffffffff,0xffffffff,0xFF000000,0xffffffff,
0xffffffff,0xFF000000,0xFF000000,0xffffffff,
0xffffffff,0xffffffff,0xffffffff,0xffffffff,
0xFF000000,0xffffffff,0xFF000000,0xffffffff
};
public static DynamicTexture blank = new DynamicTexture(4, 4);
for (int i = 0; i < blank.getTextureData().length; i++) {
blank.getTextureData()[i] = ints[i];
}
blank.updateDynamicTexture();
...
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glPushAttrib(GL11.GL_LIGHTING_BIT);
RenderHelper.disableStandardItemLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0F, 240.0F);
GL11.glTranslatef(0.5F, 0.0F, 0.5F);
GL11.glRotatef(180F - 90.0F * side, 0F, 1F, 0F);
GL11.glTranslatef(0.0F, 0.0F, 0.501F);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, blank.getGlTextureId());
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex3d(0.5F, 0, 0);
GL11.glVertex3d(0.5F, 1, 0);
GL11.glVertex3d(-0.5F, 1, 0);
GL11.glVertex3d(-0.5F, 0, 0);
}
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopAttrib();
private final static DynamicTexture blank = new DynamicTexture(4, 4);
public int[] ints = {
0xffffffff,0xffffffff,0xff555555,0xffffffff,
0xffffffff,0xff555555,0xff555555,0xffffffff,
0xffffffff,0xffffffff,0xffffffff,0xffffffff,
0xff555555,0xffffffff,0xff555555,0xffffffff
};
...
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glPushAttrib(GL11.GL_LIGHTING_BIT);
RenderHelper.disableStandardItemLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0F, 240.0F);
GL11.glTranslatef(0.5F, 0.0F, 0.5F);
GL11.glRotatef(180F - 90.0F * side, 0F, 1F, 0F);
GL11.glTranslatef(0.0F, 0.0F, 0.501F);
TextureUtil.uploadTexture(blank.getGlTextureId(), ints, 4,4);
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
{
tessellator.addVertexWithUV(0.5F, 0, 0, 1,0);
tessellator.addVertexWithUV(0.5F, 1, 0, 1,1);
tessellator.addVertexWithUV(-0.5F, 1, 0, 0,1);
tessellator.addVertexWithUV(-0.5F, 0, 0, 0,0);
}
tessellator.draw();
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopAttrib();