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authorkekzdealer <kekzdealer@gmail.com>2020-05-18 02:33:45 +0200
committerkekzdealer <kekzdealer@gmail.com>2020-05-18 02:33:45 +0200
commit6672927fc2f7d1130ae93a5d4405cbea3c138b1d (patch)
treeb9ff41e35a1ef7166a27efa4c643aa4f06b0a339 /src/main/java/client/renderer
parent79191dd848796b231a1021db67d68568e869dd05 (diff)
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beam is now rendered from farther away, improved tether texture, renamed some more renderer vars to be more clear
Diffstat (limited to 'src/main/java/client/renderer')
-rw-r--r--src/main/java/client/renderer/TetherRenderer.java23
1 files changed, 11 insertions, 12 deletions
diff --git a/src/main/java/client/renderer/TetherRenderer.java b/src/main/java/client/renderer/TetherRenderer.java
index 6484da7cef..7e69122846 100644
--- a/src/main/java/client/renderer/TetherRenderer.java
+++ b/src/main/java/client/renderer/TetherRenderer.java
@@ -6,7 +6,6 @@ import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
-import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
@@ -15,7 +14,7 @@ public class TetherRenderer extends TileEntitySpecialRenderer {
private static final ResourceLocation tetherBeamTexture = new ResourceLocation(KekzCore.MODID, "textures/effects/Tether_beam.png");
public void renderTileEntityAt(TE_SpaceElevatorTether teTether, double x, double y, double z, float partialTick) {
- float sthBeamLength = 1.0F; // 0.1F is about 30 or so blocks?
+ float beamLengthScale = 1.0F; // [0.0F, 1.0F] -> linear scale from 0 to 256
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
// Get Tessellator instance
@@ -43,28 +42,28 @@ public class TetherRenderer extends TileEntitySpecialRenderer {
double d_rot6 = 0.5D + Math.sin(3.9269908169872414D) * halfBeamWidth;
double d_rot7 = 0.5D + Math.cos(5.497787143782138D) * halfBeamWidth;
double d_rot8 = 0.5D + Math.sin(5.497787143782138D) * halfBeamWidth; // ...until here
- double d23 = 256.0F * sthBeamLength;
+ double height = 256.0F * beamLengthScale;
double uv_x1 = 0.0D;
double uv_x2 = 1.0D;
double uv_y1 = -1.0D; // This makes the beam stream upwards if you add a time sensitive number to it
- double uv_y2 = (double)(256.0F * sthBeamLength) * (0.5D / halfBeamWidth) + uv_y1;
+ double uv_y2 = (double)(256.0F * beamLengthScale) * (0.5D / halfBeamWidth) + uv_y1;
// Construct mesh with texture
- tessellator.addVertexWithUV(x + d_rot1, y + d23, z + d_rot2, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot1, y + height, z + d_rot2, uv_x2, uv_y2);
tessellator.addVertexWithUV(x + d_rot1, y, z + d_rot2, uv_x2, uv_y1);
tessellator.addVertexWithUV(x + d_rot3, y, z + d_rot4, uv_x1, uv_y1);
- tessellator.addVertexWithUV(x + d_rot3, y + d23, z + d_rot4, uv_x1, uv_y2);
- tessellator.addVertexWithUV(x + d_rot7, y + d23, z + d_rot8, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot3, y + height, z + d_rot4, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot7, y + height, z + d_rot8, uv_x2, uv_y2);
tessellator.addVertexWithUV(x + d_rot7, y, z + d_rot8, uv_x2, uv_y1);
tessellator.addVertexWithUV(x + d_rot5, y, z + d_rot6, uv_x1, uv_y1);
- tessellator.addVertexWithUV(x + d_rot5, y + d23, z + d_rot6, uv_x1, uv_y2);
- tessellator.addVertexWithUV(x + d_rot3, y + d23, z + d_rot4, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot5, y + height, z + d_rot6, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot3, y + height, z + d_rot4, uv_x2, uv_y2);
tessellator.addVertexWithUV(x + d_rot3, y, z + d_rot4, uv_x2, uv_y1);
tessellator.addVertexWithUV(x + d_rot7, y, z + d_rot8, uv_x1, uv_y1);
- tessellator.addVertexWithUV(x + d_rot7, y + d23, z + d_rot8, uv_x1, uv_y2);
- tessellator.addVertexWithUV(x + d_rot5, y + d23, z + d_rot6, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot7, y + height, z + d_rot8, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot5, y + height, z + d_rot6, uv_x2, uv_y2);
tessellator.addVertexWithUV(x + d_rot5, y, z + d_rot6, uv_x2, uv_y1);
tessellator.addVertexWithUV(x + d_rot1, y, z + d_rot2, uv_x1, uv_y1);
- tessellator.addVertexWithUV(x + d_rot1, y + d23, z + d_rot2, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot1, y + height, z + d_rot2, uv_x1, uv_y2);
// Draw!
tessellator.draw();