Added spotless back and reformatted

This commit is contained in:
Sebastian Hartte
2020-07-27 20:07:27 +02:00
parent 49296915c9
commit 780f68952b
593 changed files with 4192 additions and 3969 deletions
@@ -20,18 +20,17 @@ package appeng.client.render.tesr;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.block.BlockState;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.TexturedRenderLayers;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.block.BlockRenderManager;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.render.model.BakedModel;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.block.BlockState;
import net.minecraft.client.render.TexturedRenderLayers;
import net.minecraft.client.render.block.BlockRenderManager;
import net.minecraft.util.math.Quaternion;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import appeng.client.render.FacingToRotation;
import appeng.tile.grindstone.CrankBlockEntity;
@@ -49,7 +48,7 @@ public class CrankTESR extends BlockEntityRenderer<CrankBlockEntity> {
@Override
public void render(CrankBlockEntity te, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers,
int combinedLightIn, int combinedOverlayIn) {
int combinedLightIn, int combinedOverlayIn) {
// Apply GL transformations relative to the center of the block: 1) TE rotation
// and 2) crank rotation
@@ -63,8 +62,8 @@ public class CrankTESR extends BlockEntityRenderer<CrankBlockEntity> {
BlockRenderManager dispatcher = MinecraftClient.getInstance().getBlockRenderManager();
BakedModel model = dispatcher.getModel(blockState);
VertexConsumer buffer = buffers.getBuffer(TexturedRenderLayers.getEntityTranslucentCull());
dispatcher.getModelRenderer().render(ms.peek(), buffer, null, model, 1, 1, 1,
combinedLightIn, combinedOverlayIn);
dispatcher.getModelRenderer().render(ms.peek(), buffer, null, model, 1, 1, 1, combinedLightIn,
combinedOverlayIn);
ms.pop();
}