
I redone where the items/blocsks are stored and how the configs are handled to clean up it and give space. You can change the config line to AWWayofTime if you want to keep the compatibility with old configs. Now you reference the blocks from the ModBlocks and Items from the ModItems.
42 lines
No EOL
1.9 KiB
Java
42 lines
No EOL
1.9 KiB
Java
package WayofTime.alchemicalWizardry.common.renderer.block;
|
|
|
|
import WayofTime.alchemicalWizardry.common.renderer.model.ModelConduit;
|
|
import WayofTime.alchemicalWizardry.common.tileEntity.TEConduit;
|
|
import cpw.mods.fml.client.FMLClientHandler;
|
|
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
|
|
import net.minecraft.entity.Entity;
|
|
import net.minecraft.tileentity.TileEntity;
|
|
import net.minecraft.util.ResourceLocation;
|
|
import org.lwjgl.opengl.GL11;
|
|
|
|
public class RenderConduit extends TileEntitySpecialRenderer {
|
|
private ModelConduit modelConduit = new ModelConduit();
|
|
|
|
@Override
|
|
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f)
|
|
{
|
|
if (tileEntity instanceof TEConduit)
|
|
{
|
|
TEConduit tileConduit = (TEConduit) tileEntity;
|
|
GL11.glDisable(GL11.GL_LIGHTING);
|
|
GL11.glDisable(GL11.GL_CULL_FACE);
|
|
/**
|
|
* Render the ghost item inside of the Altar, slowly spinning
|
|
*/
|
|
GL11.glPushMatrix();
|
|
GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
|
|
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/Conduit.png");
|
|
FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
|
|
GL11.glPushMatrix();
|
|
GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
|
|
//GL11.glRotatef(90F, 0.0F, 0.0F, 1.0F);
|
|
//A reference to your Model file. Again, very important.
|
|
this.modelConduit.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, tileConduit.getInputDirection(), tileConduit.getOutputDirection());
|
|
//Tell it to stop rendering for both the PushMatrix's
|
|
GL11.glPopMatrix();
|
|
GL11.glPopMatrix();
|
|
GL11.glEnable(GL11.GL_CULL_FACE);
|
|
GL11.glEnable(GL11.GL_LIGHTING);
|
|
}
|
|
}
|
|
} |