Fix dust textures (1px offset vs. vanilla) and updated gold dust texture to better match vanilla color scheme.

This commit is contained in:
Sebastian Hartte
2020-06-13 16:16:48 +02:00
parent 26184c3190
commit b9381fc2e1
8 changed files with 0 additions and 102 deletions
@@ -1,102 +0,0 @@
/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.items.misc;
import com.google.common.collect.ImmutableList;
import net.minecraft.client.renderer.model.ModelResourceLocation;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import appeng.bootstrap.IItemRendering;
import appeng.bootstrap.ItemRenderingCustomizer;
public class ItemCrystalSeedRendering extends ItemRenderingCustomizer
{
private static final ModelResourceLocation[] MODELS_CERTUS = {
new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus2" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus3" )
};
private static final ModelResourceLocation[] MODELS_FLUIX = {
new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix2" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix3" )
};
private static final ModelResourceLocation[] MODELS_NETHER = {
new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether2" ),
new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether3" )
};
@Override
@OnlyIn( Dist.CLIENT )
public void customize( IItemRendering rendering )
{
rendering.variants( ImmutableList.<ResourceLocation>builder().add( MODELS_CERTUS ).add( MODELS_FLUIX ).add( MODELS_NETHER ).build() );
// FIXME rendering.meshDefinition( this.getItemMeshDefinition() );
}
// FIXME private ItemMeshDefinition getItemMeshDefinition()
// FIXME {
// FIXME return is ->
// FIXME {
// FIXME int damage = ItemCrystalSeed.getProgress( is );
// FIXME
// FIXME // Split the damage value into crystal type and growth level
// FIXME int type = damage / ItemCrystalSeed.SINGLE_OFFSET;
// FIXME int level = ( damage % ItemCrystalSeed.SINGLE_OFFSET ) / ItemCrystalSeed.LEVEL_OFFSET;
// FIXME
// FIXME // Determine which list of models to use based on the type of crystal
// FIXME ModelResourceLocation[] models;
// FIXME switch( type )
// FIXME {
// FIXME case 0:
// FIXME models = MODELS_CERTUS;
// FIXME break;
// FIXME case 1:
// FIXME models = MODELS_NETHER;
// FIXME break;
// FIXME case 2:
// FIXME models = MODELS_FLUIX;
// FIXME break;
// FIXME default:
// FIXME // We use this as the fallback for broken items
// FIXME models = MODELS_CERTUS;
// FIXME break;
// FIXME }
// FIXME
// FIXME // Return one of the 3 models based on the level
// FIXME if( level < 0 )
// FIXME {
// FIXME level = 0;
// FIXME }
// FIXME else if( level >= models.length )
// FIXME {
// FIXME level = models.length - 1;
// FIXME }
// FIXME
// FIXME return models[level];
// FIXME };
// FIXME }
}