Pushing changes in 1.7.2 to 1.6.4 build
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170 changed files with 4803 additions and 272 deletions
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package WayofTime.alchemicalWizardry.common.renderer.block;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.entity.Entity;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import WayofTime.alchemicalWizardry.common.renderer.model.ModelSpellParadigmBlock;
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import WayofTime.alchemicalWizardry.common.tileEntity.TESpellParadigmBlock;
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import cpw.mods.fml.client.FMLClientHandler;
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public class RenderSpellParadigmBlock extends TileEntitySpecialRenderer
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{
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private ModelSpellParadigmBlock modelSpellParadigmBlock = new ModelSpellParadigmBlock();
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@Override
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public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f)
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{
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if (tileEntity instanceof TESpellParadigmBlock)
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{
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TESpellParadigmBlock tileSpellBlock = (TESpellParadigmBlock) tileEntity;
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_CULL_FACE);
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/**
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* Render the ghost item inside of the Altar, slowly spinning
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*/
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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/BlockSpellParadigm.png");
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int meta = tileEntity.getWorldObj().getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord);
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String resource = tileSpellBlock.getResourceLocationForMeta(meta);
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test = new ResourceLocation(resource);
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FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
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GL11.glPushMatrix();
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GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
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//GL11.glRotatef(90F, 0.0F, 0.0F, 1.0F);
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//A reference to your Model file. Again, very important.
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this.modelSpellParadigmBlock.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, tileSpellBlock.getInputDirection(), tileSpellBlock.getOutputDirection());
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//Tell it to stop rendering for both the PushMatrix's
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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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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}
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