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@@ -134,14 +134,14 @@ class GlassBakedModel implements IBakedModel
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quads.add( createQuad( side, corners, glassTexture, u, v ) );
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/*
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This needs some explanation:
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The bit-field contains 4-bits, one for each direction that a frame may be drawn.
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Converted to a number, the bit-field is then used as an index into the list of
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frame textures, which have been created in such a way that their filenames
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indicate, in which directions they contain borders.
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i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
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Converted to a number, this bitmask is 5. So the texture at index 5 is used.
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That texture had "0101" in its filename to indicate this.
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* This needs some explanation:
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* The bit-field contains 4-bits, one for each direction that a frame may be drawn.
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* Converted to a number, the bit-field is then used as an index into the list of
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* frame textures, which have been created in such a way that their filenames
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* indicate, in which directions they contain borders.
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* i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
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* Converted to a number, this bitmask is 5. So the texture at index 5 is used.
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* That texture had "0101" in its filename to indicate this.
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*/
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int edgeBitmask = makeBitmask( glassState, side );
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TextureAtlasSprite sideSprite = frameTextures[edgeBitmask];
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@@ -227,8 +227,9 @@ class GlassBakedModel implements IBakedModel
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}
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/*
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This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually has to be precisely the order
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in which the vertex elements had been declared in the vertex format.
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* This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually
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* has to be precisely the order
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* in which the vertex elements had been declared in the vertex format.
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*/
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private void putVertex( UnpackedBakedQuad.Builder builder, Vec3d normal, double x, double y, double z, TextureAtlasSprite sprite, float u, float v )
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{
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