Enable lighting when rendering models. Everything looks a lot better!

This commit is contained in:
ganymedes01 2014-11-13 20:03:45 -02:00
parent 6c4c579e89
commit de813e808a
19 changed files with 36 additions and 155 deletions

View file

@ -28,7 +28,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
if (tileEntity instanceof TEBellJar)
{
TEBellJar tileAltar = (TEBellJar) tileEntity;
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glPushMatrix();
GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/CrystalBelljar.png");
@ -38,8 +37,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
this.modelConduit.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
ReagentContainerInfo[] info = tileAltar.getContainerInfo(ForgeDirection.UNKNOWN);
if (info.length >= 1 && info[0] != null)
@ -52,8 +49,6 @@ public class RenderCrystalBelljar extends TileEntitySpecialRenderer
this.renderTankContents(d0, d1, d2, reagent.getColourRed(), reagent.getColourGreen(), reagent.getColourBlue(), 200 * reagentStack.amount / capacity);
}
}
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_LIGHTING);
}
}