Made items render flat on hot plate and engineering table
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1 changed files with 3 additions and 15 deletions
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@ -57,7 +57,7 @@ public abstract class RenderItemOverlayTile extends TileEntitySpecialRenderer
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GL11.glTranslated(translation.x, translation.y, translation.z);
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GL11.glTranslated(translation.x, translation.y, translation.z);
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GL11.glScalef(0.7f, 0.7f, 0.7f);
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GL11.glScalef(0.7f, 0.7f, 0.7f);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
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this.renderItem(tileEntity.worldObj, ForgeDirection.UP, inventory[i], new Vector3(), 0, 0);
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this.renderItem(tileEntity.worldObj, ForgeDirection.UP, inventory[i], new Vector3(0, 0, 0.2f), 0, 1);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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if (isLooking)
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if (isLooking)
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@ -243,21 +243,9 @@ public abstract class RenderItemOverlayTile extends TileEntitySpecialRenderer
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entityitem.getEntityItem().stackSize = 1;
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entityitem.getEntityItem().stackSize = 1;
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entityitem.hoverStart = 0.0F;
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entityitem.hoverStart = 0.0F;
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GL11.glPushMatrix();
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GL11.glPushMatrix();
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GL11.glTranslatef(-0.453125F * (float) dir.offsetX, -0.18F, -0.453125F * (float) dir.offsetZ);
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GL11.glTranslated(-0.453125F * (float) dir.offsetX + position.x, position.y, -0.453125F * (float) dir.offsetZ + position.z);
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GL11.glRotatef(180.0F + rotationYaw, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(180.0F + rotationYaw, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef((float) (-90 * angle), 0.0F, 0.0F, 1.0F);
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GL11.glRotatef((float) (90 * angle), 1, 0, 0);
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switch (angle)
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{
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case 1:
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GL11.glTranslatef(-0.16F, -0.16F, 0.0F);
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break;
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case 2:
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GL11.glTranslatef(0.0F, -0.32F, 0.0F);
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break;
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case 3:
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GL11.glTranslatef(0.16F, -0.16F, 0.0F);
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}
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RenderItem.renderInFrame = true;
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RenderItem.renderInFrame = true;
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RenderManager.instance.renderEntityWithPosYaw(entityitem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
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RenderManager.instance.renderEntityWithPosYaw(entityitem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
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