if (te instanceof TilePipe) { TilePipe tile = (TilePipe) te; if (material == FluidContainerMaterial.WOOD || material == FluidContainerMaterial.STONE) { FluidStack liquid = tile.getInternalTank().getFluid(); int cap = tile.getInternalTank().getCapacity(); // FluidStack liquid = new FluidStack(FluidRegistry.WATER, cap); if (liquid != null && liquid.amount > 100) { float per = Math.max(1, (float) liquid.amount / (float) (cap)); int[] displayList = RenderFluidHelper.getFluidDisplayLists(liquid, te.worldObj, false); bindTexture(RenderFluidHelper.getFluidSheet(liquid)); GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0.3F); GL11.glScalef(0.4F, 0.4F, 0.4F); GL11.glCallList(displayList[(int) (per * (RenderFluidHelper.DISPLAY_STAGES - 1))]); GL11.glPopAttrib(); GL11.glPopMatrix(); for (ForgeDirection direction : ForgeDirection.VALID_DIRECTIONS) { if (tile.canRenderSide(direction) && direction != ForgeDirection.UP && direction != ForgeDirection.DOWN) { GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); switch (direction.ordinal()) { case 4: GL11.glTranslatef((float) d + 0F, (float) d1 + 0.1F, (float) d2 + 0.3F); break; case 5: GL11.glTranslatef((float) d + 0.7F, (float) d1 + 0.1F, (float) d2 + 0.3F); break; case 2: GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0F); break; case 3: GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0.7F); break; } GL11.glScalef(0.3F, 0.4F, 0.4F); GL11.glCallList(displayList[(int) (per * (RenderFluidHelper.DISPLAY_STAGES - 1))]); GL11.glPopAttrib(); GL11.glPopMatrix(); } } } } GL11.glPushMatrix(); GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F); GL11.glScalef(1.0F, -1F, -1F); bindTexture(RenderPipe.getTexture(material, 0)); render(material, tile.getSubID(), tile.renderSides); GL11.glPopMatrix(); } else { GL11.glPushMatrix(); GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F); GL11.glScalef(1.0F, -1F, -1F); render(material, 0, (byte) 0b0); GL11.glPopMatrix(); }