Merge remote-tracking branch 'upstream/DevBranch' into rewrite
This commit is contained in:
commit
b9edf3326d
2 changed files with 12 additions and 8 deletions
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@ -10,7 +10,7 @@ public class TileEntityTransTrapdoor extends TileEntity
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{
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{
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public boolean hasRift;
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public boolean hasRift;
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@Override
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@Override
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public boolean canUpdate()
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public boolean canUpdate()
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@ -58,7 +58,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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{
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{
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GL11.glPushMatrix();
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GL11.glPushMatrix();
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float var15 = (float)(16 - count);
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float var15 = (float)(16 - count);
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float var16 = 0.4925F;
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float var16 = 0.2625F;
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float var17 = 1.0F / (var15 + 1.0F);
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float var17 = 1.0F / (var15 + 1.0F);
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if (count == 0)
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if (count == 0)
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@ -109,14 +109,14 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR);
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GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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switch ((tile.orientation%4)+4)
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switch ((tile.orientation%4)+4)
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{
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{
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case 4:
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case 4:
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.15F));
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break;
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break;
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case 5:
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case 5:
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@ -124,25 +124,29 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.15F));
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break;
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break;
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case 6:
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case 6:
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, -0.15F));
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break;
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break;
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case 7:
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case 7:
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
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GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, -0.15F));
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break;
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break;
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}
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}
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GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
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GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
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