Rendering cleanup

Replaces the reflexive instantiation of the Renderes with a factory
method.

Some optimizations to the renderers to no longer push the whole OpenGL state to the stack.

General cleanup of duplicate code, etc
This commit is contained in:
yueh
2015-09-16 18:03:07 +02:00
parent 824ec1eccb
commit d5dfc31210
69 changed files with 435 additions and 343 deletions
@@ -70,6 +70,7 @@ public class RendererSecurity extends BaseBlockRender<BlockSecurity, TileSecurit
final boolean result = renderer.renderStandardBlock( imb, x, y, z );
int b = world.getLightBrightnessForSkyBlocks( x + up.offsetX, y + up.offsetY, z + up.offsetZ, 0 );
if( sp.isActive() )
{
b = 15 << 20 | 15 << 4;
@@ -82,6 +83,7 @@ public class RendererSecurity extends BaseBlockRender<BlockSecurity, TileSecurit
Tessellator.instance.setColorOpaque_I( sp.getColor().whiteVariant );
IIcon ico = sp.isActive() ? ExtraBlockTextures.BlockMESecurityOn_Light.getIcon() : ExtraBlockTextures.MEChest.getIcon();
this.renderFace( x, y, z, imb, ico, renderer, up );
if( sp.isActive() )
{
Tessellator.instance.setColorOpaque_I( sp.getColor().mediumVariant );