Those are the textures for it, I can't figure out the CTM logic. Plus I made it so carvable glow can be colored by the dye or regular

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Cricket committed 2015-05-30 17:34:02 -04:00
1 parent cb1c69d850
commit 46bea5a0a3
6 files changed
+78 -2

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@@ -15,11 +15,13 @@ public class BlockCarvableGlow extends BlockCarvableColor {
private IIcon glowTexture;
private String glowTexturePath;
private boolean isColored;
public BlockCarvableGlow(String glowTexture) {
public BlockCarvableGlow(String glowTexture, boolean colorized) {
super();
setLightLevel(0.5f);
this.glowTexturePath = glowTexture;
this.isColored = colorized;
}
public BlockCarvableGlow(Material mat, String glowTexture) {
@@ -39,6 +41,10 @@ public class BlockCarvableGlow extends BlockCarvableColor {
@Override
public int getRenderType() {
return Chisel.renderGlowId;
if(this.isColored){
return Chisel.renderGlowId;
} else {
return Chisel.renderNoColorGlowId;
}
}
}
@@ -0,0 +1,51 @@
package com.cricketcraft.chisel.client.render;
import com.cricketcraft.chisel.Chisel;
import com.cricketcraft.chisel.block.BlockCarvableGlow;
import com.cricketcraft.chisel.config.Configurations;
import com.cricketcraft.chisel.utils.Drawing;
import com.cricketcraft.chisel.utils.GeneralClient;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.client.registry.RenderingRegistry;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.world.IBlockAccess;
import org.lwjgl.opengl.GL11;
public class RenderLayeredGlowNoColor implements ISimpleBlockRenderingHandler{
public RenderLayeredGlowNoColor() {
Chisel.renderNoColorGlowId = RenderingRegistry.getNextAvailableRenderId();
}
@Override
public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
GL11.glColor3f(1, 1, 1);
GL11.glDisable(GL11.GL_LIGHTING);
Drawing.drawBlock(block, ((BlockCarvableGlow) block).getGlowTexture(), renderer);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor3f(1, 1, 1);
Drawing.drawBlock(block, metadata, renderer);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
}
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
Tessellator.instance.setBrightness(0xF000F0);
Drawing.renderAllFaces(renderer, block, x, y, z, ((BlockCarvableGlow) block).getGlowTexture());
renderer.renderStandardBlock(block, x, y, z);
return true;
}
@Override
public boolean shouldRender3DInInventory(int modelId) {
return true;
}
@Override
public int getRenderId() {
return Chisel.renderNoColorGlowId;
}
}