Organise texture folders and misc cleanup
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@@ -16,10 +16,10 @@ import java.util.Collections;
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public class RenderBlackHole extends Render<EntityBlackHole> {
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private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID,
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"textures/entity/dark_ray.png");
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private static final ResourceLocation texture2 = new ResourceLocation(Wizardry.MODID,
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"textures/entity/black_hole.png");
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private static final ResourceLocation RAY_TEXTURE = new ResourceLocation(Wizardry.MODID,
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"textures/entity/black_hole/ray.png");
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private static final ResourceLocation CENTRE_TEXTURE = new ResourceLocation(Wizardry.MODID,
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"textures/entity/black_hole/centre.png");
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public RenderBlackHole(RenderManager renderManager){
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super(renderManager);
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@@ -57,7 +57,7 @@ public class RenderBlackHole extends Render<EntityBlackHole> {
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GlStateManager.scale(scale, scale, scale);
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}
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this.bindTexture(texture);
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this.bindTexture(RAY_TEXTURE);
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// In theory this stuff should sort the rays into the correct render order based on the distance from
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// the 'camera' (i.e. the player's viewpoint)
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@@ -142,7 +142,7 @@ public class RenderBlackHole extends Render<EntityBlackHole> {
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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this.bindTexture(texture2);
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this.bindTexture(CENTRE_TEXTURE);
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buffer.pos(-0.4, 0.4, 0).tex(0, 0).endVertex();
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buffer.pos(0.4, 0.4, 0).tex(1, 0).endVertex();
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@@ -164,7 +164,7 @@ public class RenderBlackHole extends Render<EntityBlackHole> {
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@Override
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protected ResourceLocation getEntityTexture(EntityBlackHole entity){
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return texture;
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return RAY_TEXTURE;
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}
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}
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