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