Multi-pass item rendering now uese proper render pass number.

This commit is contained in:
LexManos 2012-04-13 09:54:01 -07:00
parent 8ac1fe53f6
commit 5898a6e18b
2 changed files with 3 additions and 3 deletions

View file

@ -87,12 +87,12 @@
- this.renderItem(var3, var14, 1);
+ for (int x = 1; x < var14.getItem().getRenderPasses(var14.getItemDamage()); x++)
+ {
+ var9 = Item.itemsList[var14.itemID].getColorFromDamage(var14.getItemDamage(), 1);
+ var9 = Item.itemsList[var14.itemID].getColorFromDamage(var14.getItemDamage(), x);
+ var10 = (float)(var9 >> 16 & 255) / 255.0F;
+ var11 = (float)(var9 >> 8 & 255) / 255.0F;
+ var12 = (float)(var9 & 255) / 255.0F;
+ GL11.glColor4f(var6 * var10, var6 * var11, var6 * var12, 1.0F);
+ this.renderItem(var3, var14, 1);
+ this.renderItem(var3, var14, x);
+ }
}
else

View file

@ -30,7 +30,7 @@
- this.renderManager.itemRenderer.renderItem(par1EntityLiving, var3, 1);
+ for (int x = 1; x < var3.getItem().getRenderPasses(var3.getItemDamage()); x++)
+ {
+ this.renderManager.itemRenderer.renderItem(par1EntityLiving, var3, 1);
+ this.renderManager.itemRenderer.renderItem(par1EntityLiving, var3, x);
+ }
}