package WayofTime.alchemicalWizardry.common.renderer.block.itemRender; import WayofTime.alchemicalWizardry.common.renderer.model.ModelWritingTable; import cpw.mods.fml.client.FMLClientHandler; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import org.lwjgl.opengl.GL11; public class TEWritingTableItemRenderer implements IItemRenderer { private ModelWritingTable modelBloodAltar; public TEWritingTableItemRenderer() { modelBloodAltar = new ModelWritingTable(); } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { // TODO Auto-generated method stub return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { // TODO Auto-generated method stub return true; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { float scale = 0.08f; // TODO Auto-generated method stub switch (type) { case ENTITY: { renderBloodAltar(0f, 0f, 0f, scale); return; } case EQUIPPED: { renderBloodAltar(0f, 0f, 0f, scale); return; } case INVENTORY: { renderBloodAltar(0f, -0.25f, 0f, scale); return; } default: return; } } private void renderBloodAltar(float x, float y, float z, float scale) { GL11.glPushMatrix(); // Disable Lighting Calculations GL11.glDisable(GL11.GL_LIGHTING); GL11.glTranslatef(x, y, z); GL11.glScalef(scale, scale, scale); GL11.glRotatef(180f, 0f, 1f, 0f); //FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/OBJTutorial/textures/models/TutBox.png"); ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/WritingTable.png"); //FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png"); FMLClientHandler.instance().getClient().renderEngine.bindTexture(test); modelBloodAltar.render((Entity) null, 0, 0, 0, 0, 0, 0); // Re-enable Lighting Calculations GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } }