Pattern Rendering and other Rendering

This commit is contained in:
Sebastian Hartte
2020-07-20 20:13:20 +02:00
parent d053c9b1bc
commit 019f570331
69 changed files with 994 additions and 1398 deletions
@@ -67,7 +67,6 @@ public class SkyCompassTESR extends BlockEntityRenderer<SkyCompassBlockEntity> {
return;
}
BakedModel baseModel = skyCompassModel.getBase();
BakedModel pointerModel = skyCompassModel.getPointer();
Direction forward = te.getForward();
@@ -78,17 +77,14 @@ public class SkyCompassTESR extends BlockEntityRenderer<SkyCompassBlockEntity> {
if (forward == Direction.UP || forward == Direction.DOWN) {
up = Direction.NORTH;
}
// Flip forward/up for rendering, the base model is facing up without any
// rotation
ms.push();
VertexConsumer buffer = buffers.getBuffer(RenderLayer.getSolid());
modelRenderer.render(te.getWorld(), model, blockState, te.getPos(), ms, buffer, false, new Random(), 42L, combinedOverlayIn);
// modelRenderer.render(ms.peek(), buffer, null, baseModel, 1, 1, 1, combinedLightIn, combinedOverlayIn);
float rotation = getRotation(te);
ms.translate(0.5D, 0.5D, 0.5D);
// Flip forward/up for rendering, the base model
// is facing up without any rotation
FacingToRotation.get(up, forward).push(ms);
ms.multiply(new Quaternion(0, rotation, 0, false));
ms.translate(-0.5D, -0.5D, -0.5D);