Fixed several more render issues with SpatialTiles

This commit is contained in:
Robert S 2014-08-17 11:11:12 -04:00
parent ede81dc74c
commit 9c8c517f23
4 changed files with 15 additions and 0 deletions

View file

@ -47,6 +47,7 @@ public class TileHotPlate extends TileInventory implements IPacketReceiver
setSizeInventory(4);
bounds(new Cuboid(0, 0, 0, 1, 0.2f, 1));
normalRender(false);
forceStandardRender(true);
isOpaqueCube(false);
}

View file

@ -84,6 +84,7 @@ class TileTank extends TileTankNode(Material.iron) with ISneakPickup {
isOpaqueCube(false)
normalRender(false)
forceStandardRender(true)
itemBlock(classOf[ItemBlockTank])
setCapacity(16 * FluidContainerRegistry.BUCKET_VOLUME)

View file

@ -26,6 +26,8 @@ public class TileElectromagnet extends SpatialBlock implements IElectromagnet
{
super(Material.iron);
blockResistance(20);
forceStandardRender(true);
normalRender(false);
isOpaqueCube(false);
this.itemBlock(ItemBlockMetadata.class);
}

View file

@ -28,6 +28,17 @@ public class RenderPlasmaHeater extends RenderTaggedTile
super.renderTileEntityAt(t, x, y, z, f);
}
GL11.glPushMatrix();
GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
bindTexture(TEXTURE);
GL11.glPushMatrix();
GL11.glRotated(Math.toDegrees(tileEntity.rotation), 0, 1, 0);
MODEL.renderOnly("rrot", "srot");
GL11.glPopMatrix();
MODEL.renderAllExcept("rrot", "srot");
GL11.glPopMatrix();
}
}