Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/ItemRenderer.java

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/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
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package appeng.client.render;
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import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
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public class ItemRenderer implements IItemRenderer
{
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public static final ItemRenderer INSTANCE = new ItemRenderer();
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@Override
public boolean handleRenderType( final ItemStack item, final ItemRenderType type )
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{
return true;
}
@Override
public boolean shouldUseRenderHelper( final ItemRenderType type, final ItemStack item, final ItemRendererHelper helper )
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{
return true;
}
@Override
public void renderItem( final ItemRenderType type, final ItemStack item, final Object... data )
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{
GL11.glPushMatrix();
GL11.glPushAttrib( GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT );
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GL11.glEnable( GL11.GL_ALPHA_TEST );
GL11.glEnable( GL11.GL_DEPTH_TEST );
GL11.glEnable( GL11.GL_BLEND );
GL11.glBlendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA );
GL11.glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
if( type == ItemRenderType.ENTITY )
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{
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GL11.glTranslatef( -0.5f, -0.5f, -0.5f );
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}
if( type == ItemRenderType.INVENTORY )
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{
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GL11.glTranslatef( 0.0f, -0.1f, 0.0f );
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}
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WorldRender.INSTANCE.renderItemBlock( item, type, data );
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GL11.glPopAttrib();
GL11.glPopMatrix();
}
}