Clarified use of slight face offset.
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@@ -116,6 +116,7 @@ class QnbFormedBakedModel implements IBakedModel
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builder.setRenderFullBright( true );
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builder.setRenderFullBright( true );
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for( EnumFacing facing : EnumFacing.values() )
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for( EnumFacing facing : EnumFacing.values() )
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{
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{
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// Offset the face by a slight amount so that it is drawn over the already drawn ring texture (avoids z-fighting)
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float xOffset = Math.abs( facing.getFrontOffsetX() * 0.01f );
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float xOffset = Math.abs( facing.getFrontOffsetX() * 0.01f );
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float yOffset = Math.abs( facing.getFrontOffsetY() * 0.01f );
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float yOffset = Math.abs( facing.getFrontOffsetY() * 0.01f );
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float zOffset = Math.abs( facing.getFrontOffsetZ() * 0.01f );
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float zOffset = Math.abs( facing.getFrontOffsetZ() * 0.01f );
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@@ -144,6 +145,7 @@ class QnbFormedBakedModel implements IBakedModel
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builder.setRenderFullBright( true );
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builder.setRenderFullBright( true );
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for( EnumFacing facing : EnumFacing.values() )
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for( EnumFacing facing : EnumFacing.values() )
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{
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{
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// Offset the face by a slight amount so that it is drawn over the already drawn ring texture (avoids z-fighting)
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float xOffset = Math.abs( facing.getFrontOffsetX() * 0.01f );
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float xOffset = Math.abs( facing.getFrontOffsetX() * 0.01f );
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float yOffset = Math.abs( facing.getFrontOffsetY() * 0.01f );
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float yOffset = Math.abs( facing.getFrontOffsetY() * 0.01f );
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float zOffset = Math.abs( facing.getFrontOffsetZ() * 0.01f );
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float zOffset = Math.abs( facing.getFrontOffsetZ() * 0.01f );
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