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@@ -99,7 +99,7 @@ public class FacadeBuilder
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} );
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}
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public static TextureAtlasAndTint getSprite( IBakedModel blockModel, IBlockState state, EnumFacing facing, long rand)
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public static TextureAtlasAndTint getSprite( IBakedModel blockModel, IBlockState state, EnumFacing facing, long rand )
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{
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TextureAtlasAndTint firstFound = null;
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@@ -107,7 +107,8 @@ public class FacadeBuilder
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try
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{
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// Some other mods also distinguish between layers, so we're doing this in a loop from most likely to least likely
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// Some other mods also distinguish between layers, so we're doing this in a loop from most likely to least
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// likely
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for( BlockRenderLayer layer : BlockRenderLayer.values() )
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{
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@@ -258,16 +259,8 @@ public class FacadeBuilder
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AxisAlignedBB primaryBox = getFacadeBox( side, thinFacades );
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Vector3f min = new Vector3f(
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(float) primaryBox.minX * 16,
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(float) primaryBox.minY * 16,
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(float) primaryBox.minZ * 16
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);
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Vector3f max = new Vector3f(
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(float) primaryBox.maxX * 16,
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(float) primaryBox.maxY * 16,
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(float) primaryBox.maxZ * 16
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);
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Vector3f min = new Vector3f( (float) primaryBox.minX * 16, (float) primaryBox.minY * 16, (float) primaryBox.minZ * 16 );
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Vector3f max = new Vector3f( (float) primaryBox.maxX * 16, (float) primaryBox.maxY * 16, (float) primaryBox.maxZ * 16 );
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if( busBounds == null )
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{
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@@ -311,8 +304,8 @@ public class FacadeBuilder
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}
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else
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{
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Vector3f busMin = new Vector3f( (float) busBounds.minX * 16, (float) busBounds.minY * 16, (float) busBounds.minZ * 16 );
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Vector3f busMax = new Vector3f( (float) busBounds.maxX * 16, (float) busBounds.maxY * 16, (float) busBounds.maxZ * 16 );
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Vector3f busMin = new Vector3f( (float) busBounds.minX * 16, (float) busBounds.minY * 16, (float) busBounds.minZ * 16 );
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Vector3f busMax = new Vector3f( (float) busBounds.maxX * 16, (float) busBounds.maxY * 16, (float) busBounds.maxZ * 16 );
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if( side == EnumFacing.UP || side == EnumFacing.DOWN )
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{
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@@ -368,8 +361,7 @@ public class FacadeBuilder
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}
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}
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private void renderSegmentBlockCurrentBounds( CubeBuilder builder, Vector3f min, Vector3f max,
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float minX, float minY, float minZ, float maxX, float maxY, float maxZ )
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private void renderSegmentBlockCurrentBounds( CubeBuilder builder, Vector3f min, Vector3f max, float minX, float minY, float minZ, float maxX, float maxY, float maxZ )
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{
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minX = Math.max( min.x, minX );
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minY = Math.max( min.y, minY );
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@@ -379,7 +371,7 @@ public class FacadeBuilder
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maxZ = Math.min( max.z, maxZ );
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// don't draw it if its not at least a pixel wide...
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if( maxX - minX >= 1.0 && maxY - minY >= 1.0 && maxZ - minZ >= 1.0 )
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if( maxX - minX >= 1.0 && maxY - minY >= 1.0 && maxZ - minZ >= 1.0 )
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{
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builder.addCube( minX, minY, minZ, maxX, maxY, maxZ );
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}
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@@ -387,7 +379,8 @@ public class FacadeBuilder
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}
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/**
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* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB that intersect with the
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* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB
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* that intersect with the
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* facade's bounding box. This AABB will need to be "cut out" when the facade is rendered.
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*/
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@Nullable
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