Fixed the model for the blood altar (by basically disabling it for now)

This commit is contained in:
WayofTime 2015-07-31 20:42:17 -04:00
parent 53eb3a16b0
commit b005d80ebd

View file

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