Revert "Working on render for DimDoors"

This reverts commit 2d085f60b8.
This commit is contained in:
StevenRS11 2013-09-09 05:29:53 -04:00
parent 17450dff60
commit 9d42565452
3 changed files with 25 additions and 10 deletions

View file

@ -16,7 +16,14 @@ public class TileEntityDimDoor extends TileEntity
public boolean shouldRefresh(int oldID, int newID, int oldMeta, int newMeta, World world, int x, int y, int z)
{
if(newID==0&&PocketManager.getLink(x, y, z, world)!=null)
{
world.setBlock(x, y, z, mod_pocketDim.blockRift.blockID);
}
return true;
}
public boolean canUpdate()
{

View file

@ -10,7 +10,15 @@ public class TileEntityTransTrapdoor extends TileEntity
{
public boolean hasRift;
@Override
public boolean shouldRefresh(int oldID, int newID, int oldMeta, int newMeta, World world, int x, int y, int z)
{
if (newID == 0 && PocketManager.getLink(x, y, z, world) != null)
{
world.setBlock(x, y, z, mod_pocketDim.blockRift.blockID);
}
return true;
}
@Override
public boolean canUpdate()

View file

@ -58,7 +58,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
{
GL11.glPushMatrix();
float var15 = (float)(16 - count);
float var16 = 0.4925F;
float var16 = 0.2625F;
float var17 = 1.0F / (var15 + 1.0F);
if (count == 0)
@ -109,14 +109,14 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
switch ((tile.orientation%4)+4)
{
case 4:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
break;
case 5:
@ -124,20 +124,20 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 0.1F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
break;
case 6:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
break;
case 7:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
break;