@ForgeSubscribe @SideOnly(Side.CLIENT) public void postTextureHook(TextureStitchEvent.Post event) { for (BlockFluidFinite block : ResonantInduction.blockMixtureFluids.values()) { block.getFluid().setIcons(RenderUtility.getIcon(Reference.PREFIX + "mixture_flow")); ((FluidColored) block.getFluid()) .setColor( ResourceGenerator.getColor( ResourceGenerator.mixtureToMaterial(block.getFluid().getName()))); } for (BlockFluidFinite block : ResonantInduction.blockMoltenFluid.values()) { block.getFluid().setIcons(RenderUtility.getIcon(Reference.PREFIX + "molten_flow")); ((FluidColored) block.getFluid()) .setColor( ResourceGenerator.getColor( ResourceGenerator.moltenToMaterial(block.getFluid().getName()))); } }
@ForgeSubscribe @SideOnly(Side.CLIENT) public void preTextureHook(TextureStitchEvent.Pre event) { if (event.map.textureType == 0) { RenderUtility.registerIcon(Reference.PREFIX + "glyph_0", event.map); RenderUtility.registerIcon(Reference.PREFIX + "glyph_1", event.map); RenderUtility.registerIcon(Reference.PREFIX + "glyph_2", event.map); RenderUtility.registerIcon(Reference.PREFIX + "glyph_3", event.map); RenderUtility.registerIcon(Reference.PREFIX + "mixture_flow", event.map); RenderUtility.registerIcon(Reference.PREFIX + "molten_flow", event.map); RenderUtility.registerIcon(Reference.PREFIX + "multimeter_screen", event.map); RenderUtility.registerIcon(Reference.PREFIX + "tankEdge", event.map); } }
public void renderArrow( EntityFragments suiPian, double par2, double par4, double par6, float par8, float par9) { if (suiPian.isAnvil) { GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4, (float) par6); RenderUtility.setTerrainTexture(); Block block = Block.anvil; World world = suiPian.worldObj; GL11.glDisable(GL11.GL_LIGHTING); this.renderBlocks.blockAccess = world; Tessellator var12 = Tessellator.instance; var12.startDrawingQuads(); var12.setTranslation( (-MathHelper.floor_double(suiPian.posX)) - 0.5F, (-MathHelper.floor_double(suiPian.posY)) - 0.5F, (-MathHelper.floor_double(suiPian.posZ)) - 0.5F); this.renderBlocks.renderBlockByRenderType( block, MathHelper.floor_double(suiPian.posX), MathHelper.floor_double(suiPian.posY), MathHelper.floor_double(suiPian.posZ)); var12.setTranslation(0.0D, 0.0D, 0.0D); var12.draw(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } else { this.bindTexture(TEXTURE_FILE); GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glRotatef( suiPian.prevRotationYaw + (suiPian.rotationYaw - suiPian.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef( suiPian.prevRotationPitch + (suiPian.rotationPitch - suiPian.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); Tessellator var10 = Tessellator.instance; byte var11 = 0; float var12 = 0.0F; float var13 = 0.5F; float var14 = (0 + var11 * 10) / 32.0F; float var15 = (5 + var11 * 10) / 32.0F; float var16 = 0.0F; float var17 = 0.15625F; float var18 = (5 + var11 * 10) / 32.0F; float var19 = (10 + var11 * 10) / 32.0F; float var20 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float var21 = suiPian.arrowShake - par9; if (var21 > 0.0F) { float var22 = -MathHelper.sin(var21 * 3.0F) * var21; GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(var20, var20, var20); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, var16, var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, var17, var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, var17, var19); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, var16, var19); var10.draw(); GL11.glNormal3f(-var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, var16, var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, var17, var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, var17, var19); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, var16, var19); var10.draw(); for (int var23 = 0; var23 < 4; ++var23) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, var20); var10.startDrawingQuads(); var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, var12, var14); var10.addVertexWithUV(8.0D, -2.0D, 0.0D, var13, var14); var10.addVertexWithUV(8.0D, 2.0D, 0.0D, var13, var15); var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, var12, var15); var10.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } }