private void renderInventory() { GL11.glPushMatrix(); GL11.glRotatef(180, 1, 0, 0); GL11.glTranslatef(0F, -1F, 0F); GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.bindTexture(texture); GL11.glPushMatrix(); model.renderTab(); model.render(); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glPopMatrix(); }
@Override public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) { boolean fancy = Minecraft.isFancyGraphicsEnabled(); GL11.glPushMatrix(); GL11.glScalef(0.999F, 0.999F, 0.999F); TileEntityBoiler te = (TileEntityBoiler) tile; if (fancy) { GL11.glDisable(GL11.GL_CULL_FACE); // GL11.glEnable(GL11.GL_BLEND); } GL11.glPushMatrix(); GL11.glTranslatef((float) (x + 0.5), (float) (y + 1.5), (float) (z + 0.5)); GL11.glRotatef(180, 1, 0, 0); bindTexture(texture); GL11.glPushMatrix(); model.render(); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslatef((float) (x + 0.5), (float) (y + 1.5), (float) (z + 0.5)); GL11.glRotatef(180, 1, 0, 0); GL11.glPushMatrix(); float rest = te.temperature; rest /= 1000F; rest = 1F - rest; rest *= 0.8F; rest += 0.1F; rest += te.temperature / 100F; GL11.glColor4f(1F, rest, rest, 1F); model.renderTab(); GL11.glColor4f(1F, 1F, 1F, 1F); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); float waterStart = 0.425F; GL11.glTranslated(x + 0.5, y + 0.5 + waterStart, z + 0.5); GL11.glScalef(0.999F, 0.999F, 0.999F); GL11.glTranslatef(0, 0, 0); float max = FluidContainerRegistry.BUCKET_VOLUME * 32; float amt = te.getWater() * 2; max /= 16; amt /= 16; float cornerDist = 1; cornerDist /= 16; cornerDist *= (te.getCornerHeight() - 16); cornerDist *= 0.025F; if (amt > 0) { GL11.glTranslated(0, -0.3, 0); GL11.glScaled(0.999, 0.5, 0.999); RenderHelper.renderLiquid( te.xCoord, te.yCoord, te.zCoord, new FluidStack(FluidRegistry.WATER, (int) amt), this, (int) max, cornerDist); } GL11.glPopMatrix(); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); }