fixed a couple of the rendering issues, now to find out why each chest still has it's unique inventory, and why they rotate whichever way they want to.

This commit is contained in:
CptSpaceToaster committed 2014-12-24 15:44:02 -05:00
1 parent 2ebbbc12f3
commit 335f7e4377
18 files changed
+13 -4

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@@ -6,6 +6,7 @@ import com.cricketcraft.chisel.block.tileentity.TileEntityPresent;
import cpw.mods.fml.common.FMLLog;
import net.minecraft.block.Block;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.model.ModelLargeChest;
import net.minecraft.client.renderer.tileentity.TileEntityChestRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
@@ -13,7 +14,8 @@ import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
public class RenderPresent extends TileEntityChestRenderer {
private ModelChest chest = new ModelChest();
private ModelChest smallChest = new ModelChest();
private ModelChest largeChest = new ModelLargeChest();
public RenderPresent() {
}
@@ -41,7 +43,14 @@ public class RenderPresent extends TileEntityChestRenderer {
if (present.adjacentChestZNeg == null && present.adjacentChestXNeg == null) {
BlockPresent blockPresent = (BlockPresent) present.getWorldObj().getBlock(present.xCoord, present.yCoord, present.zCoord);
this.bindTexture(new ResourceLocation(Chisel.MOD_ID, blockPresent.getKindOfChest(present.type) + ".png"));
ModelChest smallOrLargeChest;
if (present.adjacentChestZPos == null && present.adjacentChestXPos == null) {
smallOrLargeChest = smallChest;
this.bindTexture(new ResourceLocation(Chisel.MOD_ID, blockPresent.getKindOfChest(present.type) + ".png"));
} else {
smallOrLargeChest = largeChest;
this.bindTexture(new ResourceLocation(Chisel.MOD_ID, blockPresent.getKindOfChest(present.type) + "_double.png"));
}
GL11.glPushMatrix();
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
@@ -98,8 +107,8 @@ public class RenderPresent extends TileEntityChestRenderer {
f1 = 1.0F - f1;
f1 = 1.0F - f1 * f1 * f1;
this.chest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2.0F);
this.chest.renderAll();
smallOrLargeChest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2.0F);
smallOrLargeChest.renderAll();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);