minor cosmetic tweaks in log renderer
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@@ -159,8 +159,8 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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val sideModel = when (quadrants[idx]) {
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SMALL_RADIUS -> sideRoundSmall.model
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LARGE_RADIUS -> if (upType == PARALLEL && quadrantsTop[idx] == SMALL_RADIUS) transitionTop.model
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else if (downType == PARALLEL && quadrantsBottom[idx] == SMALL_RADIUS) transitionBottom.model
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else sideRoundLarge.model
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else if (downType == PARALLEL && quadrantsBottom[idx] == SMALL_RADIUS) transitionBottom.model
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else sideRoundLarge.model
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SQUARE -> sideSquare.model
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else -> null
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}
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@@ -179,8 +179,8 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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var downModel: Model? = null
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var upIcon = upTexture
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var downIcon = downTexture
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var shouldRotateUp = true
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var shouldRotateDown = true
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var isLidUp = true
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var isLidDown = true
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when (upType) {
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NONSOLID -> upModel = flatTop(quadrants[idx])
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@@ -190,7 +190,7 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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} else {
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upIcon = sideTexture
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upModel = extendTop(quadrants[idx])
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shouldRotateUp = false
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isLidUp = false
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}
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}
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PARALLEL -> {
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@@ -209,7 +209,7 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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} else {
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downIcon = sideTexture
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downModel = extendBottom(quadrants[idx])
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shouldRotateDown = false
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isLidDown = false
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}
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}
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PARALLEL -> {
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@@ -227,8 +227,10 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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blockContext.blockCenter,
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icon = upIcon,
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postProcess = { ctx, qi, q, vi, v ->
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rotateUV((if (shouldRotateUp) idx else 0) + (if (logAxis == Axis.X) 1 else 0))
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if (logAxis == Axis.X) mirrorUV(true, true)
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if (isLidUp) {
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rotateUV(idx + if (logAxis == Axis.X) 1 else 0)
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if (logAxis == Axis.X) mirrorUV(true, true)
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}
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}
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)
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if (downModel != null) modelRenderer.render(
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@@ -238,8 +240,10 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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blockContext.blockCenter,
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icon = downIcon,
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postProcess = { ctx, qi, q, vi, v ->
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rotateUV((if (shouldRotateDown) 3 - idx else 0) + (if (logAxis == Axis.X) 1 else 0))
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if (logAxis != Axis.Y) mirrorUV(true, true)
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if (isLidDown) {
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rotateUV((if (logAxis == Axis.X) 0 else 3) - idx)
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if (logAxis != Axis.Y) mirrorUV(true, true)
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}
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}
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)
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}
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