fix power pipes rendering

This commit is contained in:
Flow86 2013-03-28 12:16:34 +01:00
parent 673ccb6b42
commit cf4ecc45fb

View file

@ -214,6 +214,8 @@ public class RenderPipe extends TileEntitySpecialRenderer {
displayPowerList[s] = GLAllocation.generateDisplayLists(1);
GL11.glNewList(displayPowerList[s], 4864 /* GL_COMPILE */);
Minecraft.getMinecraft().renderEngine.bindTexture("/terrain.png");
float minSize = 0.005F;
float unit = (size - minSize) / 2F / POWER_STAGES;
@ -288,15 +290,17 @@ public class RenderPipe extends TileEntitySpecialRenderer {
GL11.glPushMatrix();
GL11.glDisable(2896 /* GL_LIGHTING */);
GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 0.5F);
GL11.glTranslatef((float) x, (float) y, (float) z);
int[] displayList = pow.overload ? displayPowerListOverload : displayPowerList;
for (int i = 0; i < 6; ++i) {
GL11.glPushMatrix();
GL11.glTranslatef(0.5F, 0.0F, 0.5F);
GL11.glRotatef(angleY[i], 0, 1, 0);
GL11.glRotatef(angleZ[i], 0, 0, 1);
GL11.glTranslatef(-0.5F, 0.0F, -0.5F);
if (pow.displayPower[i] >= 1.0) {
short stage = pow.displayPower[i];