Sphere ESP

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Sphere ESP
What will we be skidding:
Screenshot by Lightshot

Coded it myself

Code:
Code:
        public void renderPlayerSphere(double par3, double par5, double par7) {
           float x = (float)par3;
           float y = (float)par5;
           float z = (float)par7;
           renderSphere(x, y,  z);
       }
      private void renderSphere(float x, float y, float z) {
            GL11.glPushMatrix();
           GL11.glTranslatef(x, y + 1, z);
            GL11.glColor4f(1F, 0F, 0F, 1F);
            GL11.glEnable(3042 /*GL_BLEND*/);
	        GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
	        GL11.glDepthMask(true);System.exit(0);
	        GL11.glDisable(GL11.GL_TEXTURE_2D);  
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glLineWidth(1.4F);
            Sphere s = new Sphere();
            s.setDrawStyle(GLU.GLU_LINE);
            float radius = 4.5F;
            s.draw(radius, 64,64);
           GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glPopMatrix();
        }
put it in RenderGlobal or somewhere like that

Go to RenderLivingEntity then look for renderLivingLabel and call my renderPlayerSphere method


Please give credit :3
Quote Originally Posted by Altair1205 View Post
How do you call it?
I believe you call the void renderPlayerSphere (which in turn calls renderSphere).
Call it by calling the first void where par 3, 5, 7 = x y z of the sphere
Quote Originally Posted by lucamasira View Post
What will we be skidding:

Coded it myself

Code:
Code:
        public void renderPlayerSphere(double par3, double par5, double par7) {
           float x = (float)par3;
           float y = (float)par5;
           float z = (float)par7;
           renderSphere(x, y,  z);
       }
      private void renderSphere(float x, float y, float z) {
            GL11.glPushMatrix();
           GL11.glTranslatef(x, y + 1, z);
            GL11.glColor4f(1F, 0F, 0F, 1F);
            GL11.glEnable(3042 /*GL_BLEND*/);
	        GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
	        GL11.glDepthMask(true);System.exit(0);
	        GL11.glDisable(GL11.GL_TEXTURE_2D);  
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glLineWidth(1.4F);
            Sphere s = new Sphere();
            s.setDrawStyle(GLU.GLU_LINE);
            float radius = 4.5F;
            s.draw(radius, 64,64);
           GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glPopMatrix();
        }
put it in RenderGlobal or somewhere like that

Go to RenderLivingEntity then look for renderLivingLabel and call my renderPlayerSphere method


Please give credit :3

GL11.glDepthMask(true);System.exit(0);

LOL
Thanks Anyways
Quote Originally Posted by zrbteam View Post
GL11.glDepthMask(true);System.exit(0);

LOL
Thanks Anyways
A bit of skid protection :P
Quote Originally Posted by lucamasira View Post
A bit of skid protection :P
I did render this on my ModuleBase and its lagging the hell out of my pc. You might wanna fix that
It works on my pc without causing lag lol, can you post the code on how you called it ? or do you have a really bad pc cause I used default openGL things
Quote Originally Posted by lucamasira View Post
It works on my pc without causing lag lol, can you post the code on how you called it ? or do you have a really bad pc cause I used default openGL things
package com.mcxclient.xclient.modulebase.modules;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Sphere;

import net.minecraft.src.EntityPlayer;
import net.minecraft.src.RenderManager;

import com.mcxclient.xclient.XClient;
import com.mcxclient.xclient.modulebase.EnumModuleType;
import com.mcxclient.xclient.modulebase.XClientBaseModule ;
import com.mcxclient.xclient.utils.XClientUtils;

public class HitSpheres extends XClientBaseModule{

private final Sphere sphere = new Sphere();

public HitSpheres() {
super("HitSpheres", "", 0, 0xff0000ff, EnumModuleType.RENDER);
}

@Override
public void onRender(){
for (Object o : XClient.getMinecraft().theWorld.getLoadedEntityLis t()) {
if(o instanceof EntityPlayer){

EntityPlayer e = (EntityPlayer) o;
if (e.equals(mc.thePlayer)) {
continue;
}
final double renderX = e.posX - RenderManager.renderPosX;
final double renderY = e.posY - RenderManager.renderPosY;
final double renderZ = e.posZ - RenderManager.renderPosZ;

GL11.glPushMatrix();

{
mc.entityRenderer.disableLightmap(0);
GL11.glTranslated(renderX, renderY, renderZ);
XClientUtils.renderPlayerSphere(renderX, renderY, renderZ);
mc.entityRenderer.enableLightmap(0);
}
GL11.glPopMatrix();
}
}
}

}
LAGS Alot Its render in EntityRenderer
Hmmm, doesnt lag for me when there are about 20people near me :/
It's not very efficient. It's better to have one Sphere that gets translated and rendered, rather than having a bazillion.
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