More fixes
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@@ -34,7 +34,7 @@ import com.google.common.base.Strings;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.render.model.BakedQuad;
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import net.minecraft.client.render.model.json.ModelOverrideList;
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import net.minecraft.client.render.model.Material;
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import net.minecraft.client.util.SpriteIdentifier;
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import net.minecraft.client.texture.SpriteAtlasTexture;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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@@ -64,30 +64,30 @@ class GlassBakedModel implements IDynamicBakedModel {
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private static final byte[][][] OFFSETS = generateOffsets();
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// Alternating textures based on position
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static final Material TEXTURE_A = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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static final SpriteIdentifier TEXTURE_A = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_a"));
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static final Material TEXTURE_B = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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static final SpriteIdentifier TEXTURE_B = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_b"));
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static final Material TEXTURE_C = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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static final SpriteIdentifier TEXTURE_C = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_c"));
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static final Material TEXTURE_D = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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static final SpriteIdentifier TEXTURE_D = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_d"));
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// Frame texture
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static final Material[] TEXTURES_FRAME = generateTexturesFrame();
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static final SpriteIdentifier[] TEXTURES_FRAME = generateTexturesFrame();
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// Generates the required textures for the frame
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private static Material[] generateTexturesFrame() {
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private static SpriteIdentifier[] generateTexturesFrame() {
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return IntStream.range(1, 16).mapToObj(Integer::toBinaryString).map(s -> Strings.padStart(s, 4, '0'))
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.map(s -> new Identifier("appliedenergistics2:block/glass/quartz_glass_frame" + s))
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.map(rl -> new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX, rl)).toArray(Material[]::new);
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.map(rl -> new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, rl)).toArray(SpriteIdentifier[]::new);
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}
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private final Sprite[] glassTextures;
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private final Sprite[] frameTextures;
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public GlassBakedModel(Function<Material, Sprite> bakedTextureGetter) {
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public GlassBakedModel(Function<SpriteIdentifier, Sprite> bakedTextureGetter) {
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this.glassTextures = new Sprite[] { bakedTextureGetter.apply(TEXTURE_A),
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bakedTextureGetter.apply(TEXTURE_B), bakedTextureGetter.apply(TEXTURE_C),
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bakedTextureGetter.apply(TEXTURE_D) };
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@@ -212,7 +212,7 @@ class GlassBakedModel implements IDynamicBakedModel {
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private BakedQuad createQuad(Direction side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, Sprite sprite,
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float uOffset, float vOffset) {
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Vec3d normal = new Vec3d(side.getDirectionVec());
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Vec3d normal = new Vec3d(side.getVector());
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// Apply the u,v shift.
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// This mirrors the logic from OffsetIcon from 1.7
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