Improved readability of variables

Hopefully improved semantics of variables

Fixed typos

Added hyphenations
This commit is contained in:
thatsIch
2014-09-28 11:47:17 +02:00
parent 6b60a0996b
commit 76b147fd5b
220 changed files with 1643 additions and 1662 deletions
@@ -255,9 +255,9 @@ public class BaseBlockRender
this( false, 20 );
}
public BaseBlockRender(boolean enableTESR, double TESRrange) {
public BaseBlockRender(boolean enableTESR, double tileEntitySpecialRendererRange) {
hasTESR = enableTESR;
MAX_DISTANCE = TESRrange;
MAX_DISTANCE = tileEntitySpecialRendererRange;
setOriMap();
}
@@ -587,52 +587,52 @@ public class BaseBlockRender
Tessellator tess = Tessellator.instance;
double offsetX = 0.0, offsetY = 0.0, offsetZ = 0.0;
double layaX = 0.0, layaY = 0.0, layaZ = 0.0;
double laybX = 0.0, laybY = 0.0, laybZ = 0.0;
double layerAX = 0.0, layerAY = 0.0, layerAZ = 0.0;
double layerBX = 0.0, layerBY = 0.0, layerBZ = 0.0;
boolean flip = false;
switch (orientation)
{
case NORTH:
layaX = 1.0;
laybY = 1.0;
layerAX = 1.0;
layerBY = 1.0;
flip = true;
break;
case SOUTH:
layaX = 1.0;
laybY = 1.0;
layerAX = 1.0;
layerBY = 1.0;
offsetZ = 1.0;
break;
case EAST:
flip = true;
layaZ = 1.0;
laybY = 1.0;
layerAZ = 1.0;
layerBY = 1.0;
offsetX = 1.0;
break;
case WEST:
layaZ = 1.0;
laybY = 1.0;
layerAZ = 1.0;
layerBY = 1.0;
break;
case UP:
flip = true;
layaX = 1.0;
laybZ = 1.0;
layerAX = 1.0;
layerBZ = 1.0;
offsetY = 1.0;
break;
case DOWN:
layaX = 1.0;
laybZ = 1.0;
layerAX = 1.0;
layerBZ = 1.0;
break;
default:
@@ -643,25 +643,25 @@ public class BaseBlockRender
offsetY += y;
offsetZ += z;
renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
// u -> u
0, 1.0,
// v -> v
0, edgeThickness, ico, flip );
renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
// u -> u
0.0, edgeThickness,
// v -> v
edgeThickness, 1.0 - edgeThickness, ico, flip );
renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
// u -> u
1.0 - edgeThickness, 1.0,
// v -> v
edgeThickness, 1.0 - edgeThickness, ico, flip );
renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
// u -> u
0, 1.0,
// v -> v