Fixed the model for the blood altar (by basically disabling it for now)
This commit is contained in:
parent
53eb3a16b0
commit
b005d80ebd
|
@ -31,29 +31,29 @@ public class ModelBloodAltar extends ModelBase
|
|||
|
||||
public void renderBloodAltar(TEAltar altar, double x, double y, double z)
|
||||
{
|
||||
float scale = 0.1f;
|
||||
// Push a blank matrix onto the stack
|
||||
GL11.glPushMatrix();
|
||||
// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
|
||||
GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f);
|
||||
// Scale our object to about half-size in all directions (the OBJ file is a little large)
|
||||
GL11.glScalef(scale, scale, scale);
|
||||
// Bind the texture, so that OpenGL properly textures our block.
|
||||
FMLClientHandler.instance().getClient().renderEngine.bindTexture(altar_texture);
|
||||
// Render the object, using modelTutBox.renderAll();
|
||||
this.renderBloodAltar();
|
||||
// Pop this matrix from the stack.
|
||||
GL11.glPopMatrix();
|
||||
// float scale = 0.1f;
|
||||
// // Push a blank matrix onto the stack
|
||||
// GL11.glPushMatrix();
|
||||
// // Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
|
||||
// GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f);
|
||||
// // Scale our object to about half-size in all directions (the OBJ file is a little large)
|
||||
// GL11.glScalef(scale, scale, scale);
|
||||
// // Bind the texture, so that OpenGL properly textures our block.
|
||||
// FMLClientHandler.instance().getClient().renderEngine.bindTexture(altar_texture);
|
||||
// // Render the object, using modelTutBox.renderAll();
|
||||
// this.renderBloodAltar();
|
||||
// // Pop this matrix from the stack.
|
||||
// GL11.glPopMatrix();
|
||||
}
|
||||
|
||||
public void renderBloodLevel(TEAltar altar, double x, double y, double z)
|
||||
{
|
||||
GL11.glPushMatrix();
|
||||
float level = altar.getFluidAmount();
|
||||
GL11.glTranslatef((float) x , (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z);
|
||||
FMLClientHandler.instance().getClient().renderEngine.bindTexture(TextureMap.locationBlocksTexture);
|
||||
renderBloodLevel(AlchemicalWizardry.lifeEssenceFluid.getStillIcon());
|
||||
GL11.glPopMatrix();
|
||||
// GL11.glPushMatrix();
|
||||
// float level = altar.getFluidAmount();
|
||||
// GL11.glTranslatef((float) x , (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z);
|
||||
// FMLClientHandler.instance().getClient().renderEngine.bindTexture(TextureMap.locationBlocksTexture);
|
||||
// renderBloodLevel(AlchemicalWizardry.lifeEssenceFluid.getStillIcon());
|
||||
// GL11.glPopMatrix();
|
||||
}
|
||||
|
||||
public void renderBloodLevel(TextureAtlasSprite icon)
|
||||
|
|
Loading…
Reference in a new issue