Fix lasers

This commit is contained in:
Christian 2013-03-29 21:24:49 -04:00
parent 5441e821ad
commit 05c235da6f
3 changed files with 8 additions and 7 deletions

View file

@ -324,7 +324,13 @@ public class BuildCraftCore {
iconProvider = new CoreIconProvider();
iconProvider.registerIcons(event.map);
actionTriggerIconProvider.registerIcons(event.map);
} else if (event.map == Minecraft.getMinecraft().renderEngine.textureMapBlocks) {
BuildCraftCore.redLaserTexture = event.map.registerIcon("buildcraft:blockRedLaser");
BuildCraftCore.blueLaserTexture = event.map.registerIcon("buildcraft:blockBlueLaser");
BuildCraftCore.stripesLaserTexture = event.map.registerIcon("buildcraft:blockStripesLaser");
BuildCraftCore.transparentTexture = event.map.registerIcon("buildcraft:blockTransparentLaser");
}
}
public void loadRecipes() {

View file

@ -114,12 +114,6 @@ public class CoreProxyClient extends CoreProxy {
RenderingRegistry.registerBlockHandler(BuildCraftCore.legacyPipeModel, new RenderingEntityBlocks());
RenderingRegistry.registerBlockHandler(new RenderingOil());
RenderingRegistry.registerBlockHandler(new RenderingMarkers());
TextureMap blockTextureMap = Minecraft.getMinecraft().renderEngine.textureMapItems;
BuildCraftCore.redLaserTexture = blockTextureMap.registerIcon("buildcraft:blockRedLaser");
BuildCraftCore.blueLaserTexture = blockTextureMap.registerIcon("buildcraft:blockBlueLaser");
BuildCraftCore.stripesLaserTexture = blockTextureMap.registerIcon("buildcraft:blockStripesLaser");
BuildCraftCore.transparentTexture = blockTextureMap.registerIcon("buildcraft:blockTransparentLaser");
}
@Override

View file

@ -68,6 +68,7 @@ public class RenderEntityBlock extends Render {
World world = entity.worldObj;
BlockInterface util = new BlockInterface();
util.texture = entity.texture;
loadTexture("/terrain.png");
for (int iBase = 0; iBase < entity.iSize; ++iBase) {
for (int jBase = 0; jBase < entity.jSize; ++jBase) {
@ -86,7 +87,7 @@ public class RenderEntityBlock extends Render {
util.maxZ = (remainZ > 1.0 ? 1.0 : remainZ);
GL11.glPushMatrix();
GL11.glTranslatef((float) i + 0.5F, (float) j + 0.5F, (float) k + 0.5F);
GL11.glTranslatef((float) i, (float) j, (float) k);
GL11.glRotatef(entity.rotationX, 1, 0, 0);
GL11.glRotatef(entity.rotationY, 0, 1, 0);
GL11.glRotatef(entity.rotationZ, 0, 0, 1);