Made belts render as connected when slanted

This commit is contained in:
Henry Mao 2013-01-09 20:49:17 +08:00
parent 74c631c691
commit 93352fb3df

View file

@ -47,17 +47,22 @@ public class RenderConveyorBelt extends TileEntitySpecialRenderer
break;
}
if (slantType != null)
if (slantType != null && slantType != SlantType.NONE)
{
GL11.glTranslatef(0, -0.4f, 0);
GL11.glScalef(1f, 1.4f, 1f);
if (slantType == SlantType.UP)
{
if (face == 5 || face == 4)
{
GL11.glScalef(1.4f, 1f, 1f);
GL11.glTranslatef(0f, 0f, 1f);
GL11.glRotatef(-45f, 1f, 0f, 0f);
}
else if (face == 2 || face == 3)
{
GL11.glScalef(1f, 1f, 1.4f);
GL11.glTranslatef(0f, 0f, 1f);
GL11.glRotatef(-45f, 1f, 0f, 0f);
}
@ -66,11 +71,13 @@ public class RenderConveyorBelt extends TileEntitySpecialRenderer
{
if (face == 5 || face == 4)
{
GL11.glScalef(1.4f, 1f, 1f);
GL11.glTranslatef(0f, 0f, -1f);
GL11.glRotatef(45f, 1f, 0f, 0f);
}
else if (face == 2 || face == 3)
{
GL11.glScalef(1f, 1f, 1.4f);
GL11.glTranslatef(0f, 0f, -1f);
GL11.glRotatef(45f, 1f, 0f, 0f);
}