correct iron/emzuli/clay pipe textures, charging table; use one weird trick for better pipe rendering

This commit is contained in:
Adrian 2015-06-05 07:44:43 +02:00
parent dbb9781686
commit 7bed0a6227
8 changed files with 12 additions and 1 deletions

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@ -41,7 +41,11 @@ public final class FakeBlock extends Block implements ITextureStates {
public int colorMultiplier(IBlockAccess blockAccess, int x, int y, int z) {
return colorMultiplier;
}
public int getColor() {
return colorMultiplier;
}
public void setColor(int color) {
this.colorMultiplier = color;
}

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@ -197,10 +197,17 @@ public class PipeRendererWorld implements ISimpleBlockRenderingHandler {
stateHost.setRenderMask(mask);
renderblocks.setRenderBounds(dim[2], dim[0], dim[1], dim[5], dim[3], dim[4]);
renderblocks.renderStandardBlock(stateHost, x, y, z);
int c = stateHost.getBlockColor();
int r = (c & 0xFF0000) >> 1;
int g = (c & 0x00FF00) >> 1;
int b = (c & 0x0000FF) >> 1;
stateHost.setColor((r & 0xFF0000) | (g & 0x00FF00) | b);
stateHost.setRenderMask((mask & 0x15) << 1 | (mask & 0x2a) >> 1); // pairwise swapped mask
renderblocks.setRenderBounds(dim[5], dim[3], dim[4], dim[2], dim[0], dim[1]);
renderblocks.renderStandardBlock(stateHost, x, y, z);
stateHost.setRenderAllSides();
stateHost.setColor(c);
}
@Override