Fixes #2419: Particle Textures are required, or the block damage model will crash. Also fixed an issue with textures not being propagated for UVL quads.

This commit is contained in:
Sebastian Hartte
2016-10-03 21:34:01 +02:00
parent de4acb6098
commit 744ac69fb7
3 changed files with 11 additions and 4 deletions
@@ -35,6 +35,7 @@ import net.minecraftforge.client.model.ModelLoaderRegistry;
import net.minecraftforge.common.model.IModelState;
import net.minecraftforge.common.model.TRSRTransformation;
import appeng.api.util.AEColor;
import appeng.core.AELog;
import appeng.core.features.registries.PartModels;
@@ -71,13 +72,15 @@ public class CableBusModel implements IModel
@Override
public IBakedModel bake( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
{
Map<ResourceLocation, IBakedModel> partModels = loadPartModels( state, format, bakedTextureGetter );
CableBuilder cableBuilder = new CableBuilder( format, bakedTextureGetter );
FacadeBuilder facadeBuilder = new FacadeBuilder( format, bakedTextureGetter );
return new CableBusBakedModel( cableBuilder, facadeBuilder, partModels );
// This should normally not be used, but we *have* to provide a particle texture or otherwise damage models will crash
TextureAtlasSprite particleTexture = cableBuilder.getCoreTexture( CableCoreType.GLASS, AEColor.TRANSPARENT );
return new CableBusBakedModel( cableBuilder, facadeBuilder, partModels, particleTexture );
}
private Map<ResourceLocation, IBakedModel> loadPartModels( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )