package com.hbm.render.misc; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.ItemMissile.PartType; import net.minecraft.client.renderer.texture.TextureManager; public class MissilePronter { public static void prontMissile(MissileMultipart missile, TextureManager tex) { //if(!missile.hadFuselage()) // return; GL11.glPushMatrix(); double height = 0; if(missile.thruster != null && missile.thruster.type.name().equals(PartType.THRUSTER.name())) { tex.bindTexture(missile.thruster.texture); missile.thruster.model.renderAll(); GL11.glTranslated(0, missile.thruster.height, 0); } if(missile.fuselage != null && missile.fuselage.type.name().equals(PartType.FUSELAGE.name())) { if(missile.fins != null && missile.fins.type.name().equals(PartType.FINS.name())) { tex.bindTexture(missile.fins.texture); missile.fins.model.renderAll(); } tex.bindTexture(missile.fuselage.texture); missile.fuselage.model.renderAll(); GL11.glTranslated(0, missile.fuselage.height, 0); } if(missile.warhead != null && missile.warhead.type.name().equals(PartType.WARHEAD.name())) { tex.bindTexture(missile.warhead.texture); missile.warhead.model.renderAll(); } GL11.glPopMatrix(); } }