I think everything is working?
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@@ -45,8 +45,9 @@ public class FireboxRenderer extends TileEntitySpecialRenderer {
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this.entItem.hoverStart = 0.0F;
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RenderItem.renderInFrame = true;
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GL11.glScalef(1.0f, 1.0f, 1.0f);
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//GL11.glRotatef(90, 0, 1, 0);
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RenderManager.instance.renderEntityWithPosYaw(entItem, 0.5D, 0.3D, 0.5D, 0.0F, 0.0F);
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GL11.glRotatef(90, 0, 1, 0);
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RenderManager.instance.renderEntityWithPosYaw(entItem, -0.5D, 0.3D, 0.5D, 0.0F, 0.0F);
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RenderItem.renderInFrame = false;
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GL11.glPopMatrix();
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}
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@@ -60,10 +61,6 @@ public class FireboxRenderer extends TileEntitySpecialRenderer {
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@SuppressWarnings({ "cast"})
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public void renderBlock(TileEntityFirebox tl, World world, int i, int j,int k, Block block) {
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Tessellator tessellator = Tessellator.instance;
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// This will make your block brightness dependent from surroundings
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// lighting.
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int dir = world.getBlockMetadata(i, j, k);
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GL11.glPushMatrix();
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@@ -33,6 +33,11 @@ public class ForgeAnvilRenderer extends TileEntitySpecialRenderer {
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TileEntityAnvilForge tileEntity = (TileEntityAnvilForge)tile;
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GL11.glPushMatrix();
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GL11.glTranslatef((float) x, (float) y, (float) z);
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if(tileEntity.getStackInSlot(0)==null){
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entItem=null;
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}
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if(tileEntity.getStackInSlot(0)!=null){
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entItem = new EntityItem(tileEntity.getWorldObj(), x, y, z, tileEntity.getStackInSlot(0));
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GL11.glPushMatrix();
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@@ -43,8 +48,12 @@ public class ForgeAnvilRenderer extends TileEntitySpecialRenderer {
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RenderItem.renderInFrame = false;
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GL11.glPopMatrix();
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tileEntity.markForUpdate();
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tileEntity.markDirty();
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}
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renderBlock(tileEntity, tile.getWorldObj(), tile.xCoord,tile.yCoord, tile.zCoord, ModBlocks.forgeAnvil);
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tileEntity.markForUpdate();
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tileEntity.markDirty();
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GL11.glPopMatrix();
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}
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@@ -74,9 +74,11 @@ public class ForgeRenderer extends TileEntitySpecialRenderer {
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GL11.glPushMatrix();
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this.entItem.hoverStart = 0.0F;
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RenderItem.renderInFrame = true;
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GL11.glScalef(1.0f, 1.0f, 1.0f);
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//GL11.glRotatef(10, 0, 1, 0);
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RenderManager.instance.renderEntityWithPosYaw(entItem, 0.55D, 0.25D, 0.5D, 0.0F, 0.0F);
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RenderItem.renderInFrame = false;
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GL11.glPopMatrix();
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tileEntity.markForUpdate();
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