diff --git a/src/main/java/appeng/client/render/tesr/CrankTESR.java b/src/main/java/appeng/client/render/tesr/CrankTESR.java index 499b8d2a3..02ee93eca 100644 --- a/src/main/java/appeng/client/render/tesr/CrankTESR.java +++ b/src/main/java/appeng/client/render/tesr/CrankTESR.java @@ -55,7 +55,6 @@ public class CrankTESR extends TileEntityRenderer @Override public void render(TileCrank te, float partialTicks, MatrixStack ms, IRenderTypeBuffer buffers, int combinedLightIn, int combinedOverlayIn) { - // Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation ms.push(); ms.translate( 0.5, 0.5, 0.5 ); @@ -70,51 +69,6 @@ public class CrankTESR extends TileEntityRenderer dispatcher.getBlockModelRenderer().renderModelBrightnessColor(ms.getLast(), buffer, null, model, 1, 1, 1, combinedLightIn, combinedOverlayIn); ms.pop(); -// // Most of this is blatantly copied from FastTESR -// Tessellator tessellator = Tessellator.getInstance(); -// this.bindTexture( AtlasTexture.LOCATION_BLOCKS_TEXTURE ); -// RenderHelper.disableStandardItemLighting(); -// RenderSystem.blendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA ); -// RenderSystem.enableBlend(); -// RenderSystem.disableCull(); -// -// if( Minecraft.isAmbientOcclusionEnabled() ) -// { -// GlStateManager.shadeModel( GL11.GL_SMOOTH ); -// } -// else -// { -// GlStateManager.shadeModel( GL11.GL_FLAT ); -// } -// -// BlockState blockState = te.getWorld().getBlockState( te.getPos() ); -// -// BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); -// IBakedModel model = dispatcher.getModelForState( blockState ); -// -// BufferBuilder buffer = tessellator.getBuffer(); -// buffer.begin( GL11.GL_QUADS, DefaultVertexFormats.BLOCK ); -// -// // The translation ensures the vertex buffer positions are relative to 0,0,0 instead of the block pos -// // This makes the translations that follow much easier -// buffer.setTranslation( -te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ() ); -// dispatcher.getBlockModelRenderer().renderModel( te.getWorld(), model, blockState, te.getPos(), buffer, false ); -// buffer.setTranslation( 0, 0, 0 ); -// -// matrixStackIn.push(); -// matrixStackIn.translate( x, y, z ); -// -// // Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation -// matrixStackIn.translate( 0.5, 0.5, 0.5 ); -// FacingToRotation.get( te.getForward(), te.getUp() ).push(matrixStack); -// matrixStackIn.rotate( te.getVisibleRotation(), 0, 1, 0 ); -// matrixStackIn.translate( -0.5, -0.5, -0.5 ); -// -// tessellator.draw(); -// -// matrixStackIn.pop(); -// -// RenderHelper.enableStandardItemLighting(); } }