Fixed stairs & chests rendering

-Fixed chests rendering in inventory (kinda).
-Fixed stairs rendering.
From now on, all blocks with multiple states MUST have item model.
Example stair provided (though with incorrect textures).
Relates to #9.
This commit is contained in:
elix-x
2016-08-10 12:10:48 +02:00
parent 746bca8c40
commit 3d1d2a3468
10 changed files with 106 additions and 18 deletions
@@ -49,7 +49,15 @@ public class SkyChestTESR extends TileEntitySpecialRenderer<TileSkyChest>
}
else
{
this.bindTexture( ( (BlockSkyChest) te.getBlockType() ).type == SkyChestType.STONE ? TEXTURE_STONE : TEXTURE_BLOCK );
// TODO 1.10.2-R - So this is weirdly half working. Either fix it or deal with it.
if( te != null )
{
this.bindTexture( ( (BlockSkyChest) te.getBlockType() ).type == SkyChestType.STONE ? TEXTURE_STONE : TEXTURE_BLOCK );
}
else
{
this.bindTexture( TEXTURE_BLOCK );
}
}
GlStateManager.pushMatrix();
@@ -64,9 +72,12 @@ public class SkyChestTESR extends TileEntitySpecialRenderer<TileSkyChest>
GlStateManager.scale( 1.0F, -1.0F, -1.0F );
GlStateManager.translate( 0.5F, 0.5F, 0.5F );
FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat();
if( te != null )
{
FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat();
}
GlStateManager.translate( -0.5F, -0.5F, -0.5F );
float f = te.getPrevLidAngle() + ( te.getLidAngle() - te.getPrevLidAngle() ) * partialTicks;
float f = te != null ? te.getPrevLidAngle() + ( te.getLidAngle() - te.getPrevLidAngle() ) * partialTicks : 0;
f = 1.0F - f;
f = 1.0F - f * f * f;