Fixed flamethrower scaling

This commit is contained in:
Aidan C. Brady 2015-02-25 10:13:22 -05:00
parent 1675b9b1cf
commit a38090a521

View file

@ -19,7 +19,7 @@ public class RenderFlame extends Render
public void doRender(EntityFlame entity, double x, double y, double z, float f, float partialTick) public void doRender(EntityFlame entity, double x, double y, double z, float f, float partialTick)
{ {
float alpha = (float)(entity.ticksExisted+partialTick)/(float)EntityFlame.LIFESPAN; float alpha = (float)(entity.ticksExisted+partialTick)/(float)EntityFlame.LIFESPAN;
float size = alpha*8; float size = (float)Math.pow(2*alpha, 2);
GL11.glPushMatrix(); GL11.glPushMatrix();
MekanismRenderer.glowOn(); MekanismRenderer.glowOn();
@ -39,7 +39,7 @@ public class RenderFlame extends Render
float f3 = 0.5F; float f3 = 0.5F;
float f4 = (float)(0 + i * 10) / 32F; float f4 = (float)(0 + i * 10) / 32F;
float f5 = (float)(5 + i * 10) / 32F; float f5 = (float)(5 + i * 10) / 32F;
float scale = 0.05625F*(0.8F+alpha); float scale = 0.05625F*(0.8F+size);
GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glRotatef(45F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(45F, 1.0F, 0.0F, 0.0F);