Fix z-fighting of blood in altar when there is none

This commit is contained in:
Nick 2015-10-06 19:40:47 -07:00
parent 27ac16b5d2
commit bd4b2d2c52

View file

@ -36,11 +36,14 @@ public class TEAltarRenderer extends TileEntitySpecialRenderer
@Override
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f)
{
modelBloodAltar.renderBloodAltar((TEAltar) tileEntity, d0, d1, d2);
modelBloodAltar.renderBloodLevel((TEAltar) tileEntity, d0, d1, d2);
if (tileEntity instanceof TEAltar)
{
modelBloodAltar.renderBloodAltar((TEAltar) tileEntity, d0, d1, d2);
if (((TEAltar)tileEntity).getCurrentBlood() > 0)
modelBloodAltar.renderBloodLevel((TEAltar) tileEntity, d0, d1, d2);
TEAltar tileAltar = (TEAltar) tileEntity;
GL11.glPushMatrix();