/** Draw the background layer for the GuiContainer (everything behind the items) */ @Override protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3) { super.drawGuiContainerBackgroundLayer(par1, par2, par3); int j = (width - xSize) / 2; int k = (height - ySize) / 2; int i1 = ext.getCookProgressScaled(32, 0); int i2 = ext.getCookProgressScaled(28, 1); int i3 = ext.getCookProgressScaled(28, 2); int i4 = ext.getCookProgressScaled(32, 3); this.drawTexturedModalRect(j + 29, k + 34, 176, 48, 10, i1); this.drawTexturedModalRect(j + 63, k + 35, 186, 48, 14, i2); this.drawTexturedModalRect(j + 99, k + 35, 200, 48, 14, i3); this.drawTexturedModalRect(j + 133, k + 49 - i4, 176, 79 - i4, 17, i4); }
/** Renders the TileEntity for the position. */ public void renderTileEntityExtractorAt( TileEntityExtractor tile, double par2, double par4, double par6, float par8) { int var9; if (!tile.isInWorld()) var9 = 0; else var9 = tile.getBlockMetadata(); ModelExtractor var14; var14 = ExtractorModel; this.bindTextureByName("/Reika/RotaryCraft/Textures/TileEntityTex/extractortex.png"); GL11.glPushMatrix(); GL11.glEnable(GL12.GL_RESCALE_NORMAL); if (tile.isInWorld() && MinecraftForgeClient.getRenderPass() == 1) GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef((float) par2, (float) par4 + 2.0F, (float) par6 + 1.0F); GL11.glScalef(1.0F, -1.0F, -1.0F); GL11.glTranslatef(0.5F, 0.5F, 0.5F); int var11 = 0; // used to rotate the model about metadata if (tile.isInWorld()) { switch (tile.getBlockMetadata()) { case 0: var11 = 0; break; case 1: var11 = 180; break; case 2: var11 = 270; break; case 3: var11 = 90; break; } if (tile.getBlockMetadata() <= 3) GL11.glRotatef((float) var11 + 90, 0.0F, 1.0F, 0.0F); else { GL11.glRotatef(var11, 1F, 0F, 0.0F); GL11.glTranslatef(0F, -1F, 1F); if (tile.getBlockMetadata() == 5) GL11.glTranslatef(0F, 0F, -2F); } } var14.renderAll( tile, ReikaJavaLibrary.makeListFrom(MinecraftForgeClient.getRenderPass() == 1), 0, 0); if (tile.isInWorld()) GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }