Prevented face from rendering when blocked by non-opaque block

This commit is contained in:
Calclavia 2013-08-05 01:02:06 -04:00
parent aef0e8f44e
commit ee64d65d62

View file

@ -5,6 +5,7 @@ package resonantinduction.render;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
@ -22,6 +23,7 @@ import net.minecraftforge.common.ForgeDirection;
import org.lwjgl.opengl.GL11;
import resonantinduction.ResonantInduction;
import resonantinduction.base.Vector3;
import resonantinduction.model.ModelBattery;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@ -66,62 +68,65 @@ public class RenderBattery extends TileEntitySpecialRenderer
for (int i = 2; i < 6; i++)
{
ForgeDirection direction = ForgeDirection.getOrientation(i);
for (int slot = 0; slot < 4; slot++)
Block block = Block.blocksList[new Vector3(t).translate(new Vector3(direction)).getBlockID(t.worldObj)];
if (block == null || (block != null && block.isOpaqueCube()))
{
GL11.glPushMatrix();
GL11.glTranslatef((float) x + 0.5f, (float) y + 0.7f, (float) z + 0.5f);
float translateX = 0;
float translateY = 0;
switch (slot)
for (int slot = 0; slot < 4; slot++)
{
case 0:
translateX = 0.25f;
break;
case 1:
translateX = 0.25f;
translateY = -0.5f;
break;
case 2:
translateX = -0.25f;
translateY = -0.5f;
break;
case 3:
translateX = -0.25f;
break;
}
GL11.glPushMatrix();
GL11.glTranslatef((float) x + 0.5f, (float) y + 0.7f, (float) z + 0.5f);
switch (direction)
{
case NORTH:
GL11.glTranslatef(-0.5f, 0, 0);
GL11.glTranslatef(0, translateY, translateX);
GL11.glRotatef(90, 0, 1, 0);
break;
case SOUTH:
GL11.glTranslatef(0, 0, -0.5f);
GL11.glTranslatef(translateX, translateY, 0);
break;
case WEST:
GL11.glTranslatef(0.5f, 0, 0);
GL11.glTranslatef(0, translateY, translateX);
GL11.glRotatef(90, 0, 1, 0);
break;
case EAST:
GL11.glTranslatef(0, 0, 0.5f);
GL11.glTranslatef(translateX, translateY, 0);
break;
}
float translateX = 0;
float translateY = 0;
GL11.glScalef(0.5f, 0.5f, 0.5f);
this.renderItemSimple(this.fakeBattery);
GL11.glPopMatrix();
switch (slot)
{
case 0:
translateX = 0.25f;
break;
case 1:
translateX = 0.25f;
translateY = -0.5f;
break;
case 2:
translateX = -0.25f;
translateY = -0.5f;
break;
case 3:
translateX = -0.25f;
break;
}
if (renderAmount-- <= 0)
{
break itemRender;
switch (direction)
{
case NORTH:
GL11.glTranslatef(-0.5f, 0, 0);
GL11.glTranslatef(0, translateY, translateX);
GL11.glRotatef(90, 0, 1, 0);
break;
case SOUTH:
GL11.glTranslatef(0, 0, -0.5f);
GL11.glTranslatef(translateX, translateY, 0);
break;
case WEST:
GL11.glTranslatef(0.5f, 0, 0);
GL11.glTranslatef(0, translateY, translateX);
GL11.glRotatef(90, 0, 1, 0);
break;
case EAST:
GL11.glTranslatef(0, 0, 0.5f);
GL11.glTranslatef(translateX, translateY, 0);
break;
}
GL11.glScalef(0.5f, 0.5f, 0.5f);
this.renderItemSimple(this.fakeBattery);
GL11.glPopMatrix();
if (renderAmount-- <= 0)
{
break itemRender;
}
}
}
}