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https://github.com/MineLittlePony/MineLittlePony.git
synced 2024-11-29 23:48:00 +01:00
Rendering is super annoying, I agree >.>
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2 changed files with 13 additions and 10 deletions
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@ -71,6 +71,9 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel {
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@Override
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public void setRotationAngles(float move, float swing, float age, float headYaw, float headPitch, float scale, Entity entity) {
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this.boxList.clear();
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this.init(0, 0);
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super.setRotationAngles(move, swing, age, headYaw, headPitch, scale, entity);
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float headRotateAngleY = isSleeping ? 1.4f : headYaw / 57.29578F;
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@ -490,8 +493,8 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel {
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.tex(36, 16) .addBackPlane(-4, -4, 8, 8, 4, stretch)
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.addBackPlane(-4, 0, 8, 8, 4, stretch)
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.addBottomPlane(-4, 4, 4, 8, 4, stretch)
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.flipZ().tex(24, 0).addWestPlane(-4, -4, -4, 8, 8, stretch)
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.tex(32, 20).addTopPlane(-4, -4, -4, 8, 12, stretch)
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.flipZ().tex(32, 20).addTopPlane(-4, -4, -4, 8, 12, stretch)
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.tex(24, 0).addWestPlane(-4, -4, -4, 8, 8, stretch)
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.tex(4, 0) .addWestPlane(-4, -4, 4, 8, 4, stretch)
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// Tail stub
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.child(0)
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@ -42,14 +42,14 @@ public class ModelPlane extends Box<PlaneRenderer> {
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}
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// w:west e:east d:down u:up s:south n:north
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Vertex wds = vert(xMin , yMin , zMin , 0, 0);
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Vertex eds = vert(xMax, yMin , zMin , 0, 8);
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Vertex eus = vert(xMax, yMax, zMin , 8, 8);
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Vertex wus = vert(xMin , yMax, zMin , 8, 0);
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Vertex wdn = vert(xMin , yMin , zMax, 0, 0);
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Vertex edn = vert(xMax, yMin , zMax, 0, 8);
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Vertex wds = vert(xMin, yMin, zMin, 0, 0);
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Vertex eds = vert(xMax, yMin, zMin, 0, 8);
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Vertex eus = vert(xMax, yMax, zMin, 8, 8);
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Vertex wus = vert(xMin, yMax, zMin, 8, 0);
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Vertex wdn = vert(xMin, yMin, zMax, 0, 0);
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Vertex edn = vert(xMax, yMin, zMax, 0, 8);
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Vertex eun = vert(xMax, yMax, zMax, 8, 8);
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Vertex wun = vert(xMin , yMax, zMax, 8, 0);
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Vertex wun = vert(xMin, yMax, zMax, 8, 0);
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if (face == Face.EAST) {
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quad = quad(textureX, d, textureY, h, edn, eds, eus, eun);
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@ -58,7 +58,7 @@ public class ModelPlane extends Box<PlaneRenderer> {
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quad = quad(textureX, d, textureY, h, wds, wdn, wun, wus);
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}
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if (face == Face.UP) {
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quad = quad(textureX, w, textureY, h, edn, wdn, wds, eds);
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quad = quad(textureX, w, textureY, d, edn, wdn, wds, eds);
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}
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if (face == Face.DOWN) {
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quad = quad(textureX, w, textureY, d, eus, wus, wun, eun);
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