本文整理了Java中net.minecraft.profiler.Profiler.endStartSection()
方法的一些代码示例,展示了Profiler.endStartSection()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Profiler.endStartSection()
方法的具体详情如下:
包路径:net.minecraft.profiler.Profiler
类名称:Profiler
方法名:endStartSection
暂无
代码示例来源:origin: SleepyTrousers/EnderIO
public static void next(@Nullable Profiler profiler, @Nonnull String section) {
if (profiler != null) {
profiler.endStartSection(section);
}
}
代码示例来源:origin: SleepyTrousers/EnderIO
public static void next(@Nullable Profiler profiler, @Nonnull String section, @Nullable Object param) {
if (profiler != null) {
profiler.endStartSection(makeSection(section, param));
}
}
代码示例来源:origin: Vazkii/Botania
public static void dispatch() {
Tessellator tessellator = Tessellator.getInstance();
Profiler profiler = Minecraft.getMinecraft().profiler;
GL11.glPushAttrib(GL11.GL_LIGHTING_BIT);
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GlStateManager.alphaFunc(GL11.GL_GREATER, 0.003921569F);
GlStateManager.disableLighting();
profiler.startSection("sparkle");
FXSparkle.dispatchQueuedRenders(tessellator);
profiler.endStartSection("wisp");
FXWisp.dispatchQueuedRenders(tessellator);
profiler.endSection();
GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
GL11.glPopAttrib();
}
代码示例来源:origin: DimensionalDevelopment/VanillaFix
/** @reason Part 2 of GUI logic fix. */
@Redirect(method = "runTick", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/texture/TextureManager;tick()V", ordinal = 0))
private void tickTextureManagerWithCorrectProfiler(TextureManager textureManager) {
profiler.endStartSection("textures");
textureManager.tick();
profiler.endStartSection("gui");
}
代码示例来源:origin: DimensionalDevelopment/VanillaFix
/** @reason Fix GUI logic being included as part of "root.tick.textures" (https://bugs.mojang.com/browse/MC-129556) */
@Redirect(method = "runTick", at = @At(value = "INVOKE", target = "Lnet/minecraft/profiler/Profiler;endStartSection(Ljava/lang/String;)V", ordinal = 0))
private void endStartGUISection(Profiler profiler, String name) {
profiler.endStartSection("gui");
}
代码示例来源:origin: Vazkii/Botania
profiler.startSection("redString");
RedStringRenderer.renderAll();
profiler.endStartSection("lightning");
代码示例来源:origin: P3pp3rF1y/AncientWarfare2
@Override
protected void updateWorksite() {
world.profiler.startSection("Count Resources");
if (shouldCountResources) {
countResources();
this.shouldCountResources = false;
}
world.profiler.endStartSection("Animal Rescan");
if (workerRescanDelay-- <= 0) {
rescan();
workerRescanDelay = 200;
}
world.profiler.endStartSection("ItemPickup");
if (world.getWorldTime() % 128 == 0) {
pickupDrops();
}
world.profiler.endSection();
}
代码示例来源:origin: P3pp3rF1y/AncientWarfare2
private void updateBlockWorksite() {
world.profiler.startSection("Items Pickup");
if (world.getWorldTime() % 20 == 0) {
pickupItems();
}
world.profiler.endStartSection("Count Resources");
if (shouldCountResources) {
countResources();
shouldCountResources = false;
}
world.profiler.endSection();
}
代码示例来源:origin: Lunatrius/Schematica
this.profiler.endStartSection("renderlistcamera");
this.renderContainer.initialize(posX, posY, posZ);
this.profiler.endStartSection("culling");
final BlockPos posEye = new BlockPos(posX, posY + viewEntity.getEyeHeight(), posZ);
final RenderChunk renderChunkCurrent = this.viewFrustum.getRenderChunk(posEye);
this.lastViewEntityYaw = viewEntity.rotationYaw;
this.profiler.endStartSection("update");
if (this.displayListEntitiesDirty) {
this.displayListEntitiesDirty = false;
this.profiler.endStartSection("rebuild");
final Set<RenderChunk> set = this.chunksToUpdate;
final Set<RenderOverlay> set1 = this.overlaysToUpdate;
代码示例来源:origin: Vazkii/Botania
profiler.endStartSection("itemsRemaining");
ItemsRemainingRenderHandler.render(event.getResolution(), event.getPartialTicks());
profiler.endSection();
代码示例来源:origin: Lunatrius/Schematica
this.profiler.endStartSection("render_" + layer);
renderBlockLayer(layer);
this.profiler.endSection();
代码示例来源:origin: P3pp3rF1y/AncientWarfare2
world.profiler.endStartSection("Process Work");
IWorksiteAction action = nextAction.get();
if (processAction(action)) {
代码示例来源:origin: Lunatrius/Schematica
private void renderWorld(final float partialTicks, final long finishTimeNano) {
GlStateManager.enableCull();
this.profiler.endStartSection("culling");
final Frustum frustum = new Frustum();
final Entity entity = this.mc.getRenderViewEntity();
this.profiler.endStartSection("prepareterrain");
this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
RenderHelper.disableStandardItemLighting();
this.profiler.endStartSection("terrain_setup");
setupTerrain(entity, partialTicks, frustum, this.frameCount++, isInsideWorld(x, y, z));
this.profiler.endStartSection("updatechunks");
updateChunks(finishTimeNano / 2);
this.profiler.endStartSection("terrain");
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.pushMatrix();
this.profiler.endStartSection("entities");
RenderHelper.enableStandardItemLighting();
GlStateManager.enableBlend();
this.profiler.endStartSection("translucent");
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
代码示例来源:origin: Lunatrius/Schematica
@SubscribeEvent
public void onRenderWorldLast(final RenderWorldLastEvent event) {
final EntityPlayerSP player = this.mc.player;
if (player != null) {
this.profiler.startSection("schematica");
ClientProxy.setPlayerData(player, event.getPartialTicks());
final SchematicWorld schematic = ClientProxy.schematic;
final boolean isRenderingSchematic = schematic != null && schematic.isRendering;
this.profiler.startSection("schematic");
if (isRenderingSchematic) {
GlStateManager.pushMatrix();
renderSchematic(schematic, event.getPartialTicks());
GlStateManager.popMatrix();
}
this.profiler.endStartSection("guide");
if (ClientProxy.isRenderingGuide || isRenderingSchematic) {
GlStateManager.pushMatrix();
renderOverlay(schematic, isRenderingSchematic);
GlStateManager.popMatrix();
}
this.profiler.endSection();
this.profiler.endSection();
}
}
代码示例来源:origin: Vazkii/Psi
@SubscribeEvent
public static void onRenderWorldLast(RenderWorldLastEvent event) {
Tessellator tessellator = Tessellator.getInstance();
Profiler profiler = Minecraft.getMinecraft().mcProfiler;
GL11.glPushAttrib(GL11.GL_LIGHTING);
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GlStateManager.alphaFunc(GL11.GL_GREATER, 0.003921569F);
GlStateManager.disableLighting();
profiler.startSection("psi-particles");
profiler.startSection("sparkle");
FXSparkle.dispatchQueuedRenders(tessellator);
profiler.endStartSection("wisp");
FXWisp.dispatchQueuedRenders(tessellator);
profiler.endSection();
profiler.endSection();
GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
GL11.glPopAttrib();
}
代码示例来源:origin: Lunatrius/Schematica
this.mc.entityRenderer.enableLightmap();
this.profiler.endStartSection("blockentities");
RenderHelper.enableStandardItemLighting();
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