forgot the jigsaw block side rotating code

This commit is contained in:
George Paton 2025-02-10 15:57:03 +11:00
parent 0dea47ff87
commit 98a334575d

View File

@ -14,13 +14,13 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
@Override
public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
Tessellator tessellator = Tessellator.instance;
block.setBlockBoundsForItemRender();
renderer.setRenderBoundsFromBlock(block);
GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, -1.0F, 0.0F);
renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 0, metadata));
@ -45,7 +45,7 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
tessellator.setNormal(1.0F, 0.0F, 0.0F);
renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 5, metadata));
tessellator.draw();
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
}
@ -55,20 +55,32 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
Tessellator tessellator = Tessellator.instance;
tessellator.setBrightness(block.getMixedBrightnessForBlock(world, x, y, z));
if(!(block instanceof IBlockSideRotation)) {
renderer.renderStandardBlock(block, x, y, z);
return true;
}
IBlockSideRotation rot = (IBlockSideRotation) block;
// I'm almost entirely convinced that MCP mistranslated these properties because north/south and west/east are fucking SWAPPED
// YEP, they fucking did, god fucking damn it. I manually figured out the correct side for each uv face property to resolve YAYY
renderer.uvRotateBottom = rot.getRotationFromSide(world, x, y, z, 0);
renderer.uvRotateTop = rot.getRotationFromSide(world, x, y, z, 1);
renderer.uvRotateNorth = rot.getRotationFromSide(world, x, y, z, 5);
renderer.uvRotateSouth = rot.getRotationFromSide(world, x, y, z, 4);
renderer.uvRotateWest = rot.getRotationFromSide(world, x, y, z, 2);
renderer.uvRotateEast = rot.getRotationFromSide(world, x, y, z, 3);
renderer.setRenderBounds(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
renderer.renderStandardBlock(block, x, y, z);
renderer.uvRotateBottom = 0;
renderer.uvRotateTop = 0;
renderer.uvRotateNorth = 0;
renderer.uvRotateSouth = 0;
renderer.uvRotateWest = 0;
renderer.uvRotateEast = 0;
return true;
}