changes to RiftRender
This commit is contained in:
@@ -164,8 +164,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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GL11.glRotatef((float)(count * count * 4321 + count * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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Tessellator var24 = Tessellator.instance;
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var24.startDrawingQuads();
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GL11.glBegin(GL11.GL_QUADS);
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@@ -180,7 +179,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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var22 = 1.0F;
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yConverted = 1.0F;
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}
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var24.setColorRGBA_F(var21 * var17, var22 * var17, var23 * var17, 1.0F);
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GL11.glColor4d(var21 * var17, var22 * var17, var23 * var17, 1.0F);
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if(tile.openOrClosed)
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{
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@@ -188,60 +187,60 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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{
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case 0:
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var24.addVertex(x+.01F, y-1 , z);
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var24.addVertex(x+.01, y-1, z+1.0D);
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var24.addVertex(x+.01 , y+1 , z + 1.0D);
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var24.addVertex(x+.01 , y+1 , z);
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GL11.glVertex3d(x+.01F, y-1 , z);
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GL11.glVertex3d(x+.01, y-1, z+1.0D);
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GL11.glVertex3d(x+.01 , y+1 , z + 1.0D);
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GL11.glVertex3d(x+.01 , y+1 , z);
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break;
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case 1:
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var24.addVertex(x , y+1 , z+.01);
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var24.addVertex(x+1 , y+1 , z+.01);
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var24.addVertex(x+1, y-1, z+.01);
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var24.addVertex(x, y-1, z+.01);
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GL11.glVertex3d(x , y+1 , z+.01);
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GL11.glVertex3d(x+1 , y+1 , z+.01);
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GL11.glVertex3d(x+1, y-1, z+.01);
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GL11.glVertex3d(x, y-1, z+.01);
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break;
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case 2: //
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var24.addVertex(x+.99 , y+1 , z);
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var24.addVertex(x+.99 , y+1 , z + 1.0D);
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var24.addVertex(x+.99, y-1, z+1.0D);
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var24.addVertex(x+.99, y-1, z);
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GL11.glVertex3d(x+.99 , y+1 , z);
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GL11.glVertex3d(x+.99 , y+1 , z + 1.0D);
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GL11.glVertex3d(x+.99, y-1, z+1.0D);
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GL11.glVertex3d(x+.99, y-1, z);
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break;
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case 3:
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var24.addVertex(x, y-1, z+.99);
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var24.addVertex(x+1, y-1, z+.99);
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var24.addVertex(x+1 , y+1 , z+.99);
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var24.addVertex(x , y+1 , z+.99);
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GL11.glVertex3d(x, y-1, z+.99);
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GL11.glVertex3d(x+1, y-1, z+.99);
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GL11.glVertex3d(x+1 , y+1 , z+.99);
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GL11.glVertex3d(x , y+1 , z+.99);
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break;
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case 4://
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// GL11.glTranslatef();
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var24.addVertex(x+.15F, y-1 , z);
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var24.addVertex(x+.15, y-1, z+1.0D);
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var24.addVertex(x+.15 , y+1 , z + 1.0D);
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var24.addVertex(x+.15 , y+1 , z);
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GL11.glVertex3d(x+.15F, y-1 , z);
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GL11.glVertex3d(x+.15, y-1, z+1.0D);
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GL11.glVertex3d(x+.15 , y+1 , z + 1.0D);
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GL11.glVertex3d(x+.15 , y+1 , z);
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break;
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case 5:
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var24.addVertex(x , y+1 , z+.15);
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var24.addVertex(x+1 , y+1 , z+.15);
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var24.addVertex(x+1, y-1, z+.15);
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var24.addVertex(x, y-1, z+.15);
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GL11.glVertex3d(x , y+1 , z+.15);
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GL11.glVertex3d(x+1 , y+1 , z+.15);
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GL11.glVertex3d(x+1, y-1, z+.15);
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GL11.glVertex3d(x, y-1, z+.15);
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break;
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case 6: //
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var24.addVertex(x+.85 , y+1 , z);
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var24.addVertex(x+.85 , y+1 , z + 1.0D);
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var24.addVertex(x+.85, y-1, z+1.0D);
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var24.addVertex(x+.85, y-1, z);
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GL11.glVertex3d(x+.85 , y+1 , z);
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GL11.glVertex3d(x+.85 , y+1 , z + 1.0D);
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GL11.glVertex3d(x+.85, y-1, z+1.0D);
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GL11.glVertex3d(x+.85, y-1, z);
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break;
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case 7:
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var24.addVertex(x, y-1, z+.85);
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var24.addVertex(x+1, y-1, z+.85);
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var24.addVertex(x+1 , y+1 , z+.85);
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var24.addVertex(x , y+1 , z+.85);
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GL11.glVertex3d(x, y-1, z+.85);
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GL11.glVertex3d(x+1, y-1, z+.85);
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GL11.glVertex3d(x+1 , y+1 , z+.85);
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GL11.glVertex3d(x , y+1 , z+.85);
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break;
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default:
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break;
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@@ -253,7 +252,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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var24.draw();
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GL11.glEnd();
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GL11.glPopMatrix();
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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