Enable lighting when rendering models. Everything looks a lot better!
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parent
6c4c579e89
commit
de813e808a
19 changed files with 36 additions and 155 deletions
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@ -28,7 +28,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
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if (tileEntity instanceof TEBellJar)
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{
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TEBellJar tileAltar = (TEBellJar) tileEntity;
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glPushMatrix();
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GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
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ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/CrystalBelljar.png");
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@ -38,8 +37,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
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this.modelConduit.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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GL11.glEnable(GL11.GL_LIGHTING);
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ReagentContainerInfo[] info = tileAltar.getContainerInfo(ForgeDirection.UNKNOWN);
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if (info.length >= 1 && info[0] != null)
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@ -52,8 +49,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
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this.renderTankContents(d0, d1, d2, reagent.getColourRed(), reagent.getColourGreen(), reagent.getColourBlue(), 200 * reagentStack.amount / capacity);
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}
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}
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_LIGHTING);
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}
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}
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