Fix color issues with Dyed Leather armor.
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parent
5ca845f069
commit
717b80781b
3 changed files with 18 additions and 8 deletions
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@ -1,17 +1,27 @@
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--- ../src_base/minecraft/net/minecraft/src/RenderBiped.java
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+++ ../src_work/minecraft/net/minecraft/src/RenderBiped.java
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@@ -3,6 +3,10 @@
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@@ -3,6 +3,11 @@
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import cpw.mods.fml.common.Side;
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import cpw.mods.fml.common.asm.SideOnly;
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import org.lwjgl.opengl.GL11;
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+import static net.minecraftforge.client.IItemRenderer.ItemRenderType.EQUIPPED;
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+import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.BLOCK_3D;
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+import net.minecraftforge.client.ForgeHooksClient;
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+import net.minecraftforge.client.IItemRenderer;
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+import net.minecraftforge.client.MinecraftForgeClient;
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@SideOnly(Side.CLIENT)
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public class RenderBiped extends RenderLiving
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@@ -161,9 +165,12 @@
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@@ -46,7 +51,7 @@
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if (var5 instanceof ItemArmor)
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{
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ItemArmor var6 = (ItemArmor)var5;
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- this.loadTexture("/armor/" + field_82424_k[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png");
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+ this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + field_82424_k[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png"));
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ModelBiped var7 = par2 == 2 ? this.field_82425_h : this.field_82423_g;
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var7.bipedHead.showModel = par2 == 0;
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var7.bipedHeadwear.showModel = par2 == 0;
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@@ -161,9 +166,12 @@
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GL11.glPushMatrix();
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this.modelBipedMain.bipedHead.postRender(0.0625F);
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@ -27,7 +37,7 @@
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{
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var6 = 0.625F;
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GL11.glTranslatef(0.0F, -0.25F, 0.0F);
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@@ -205,7 +212,10 @@
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@@ -205,7 +213,10 @@
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this.modelBipedMain.bipedRightArm.postRender(0.0625F);
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GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
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@ -39,7 +49,7 @@
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{
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var6 = 0.5F;
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GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
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@@ -252,7 +262,10 @@
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@@ -252,7 +263,10 @@
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if (var4.getItem().requiresMultipleRenderPasses())
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{
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@ -59,7 +59,7 @@
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- {
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+ this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
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+
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+ for (var15 = 0; var15 <= var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
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+ for (var15 = 0; var15 < var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
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+ {
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+ this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly.
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var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
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@ -104,7 +104,7 @@
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- for (var9 = 0; var9 <= 1; ++var9)
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+ par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[var6].getTextureFile()));
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+
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+ for (var9 = 0; var9 <= Item.itemsList[var6].getRenderPasses(var7); ++var9)
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+ for (var9 = 0; var9 < Item.itemsList[var6].getRenderPasses(var7); ++var9)
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{
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var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9);
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int var11 = Item.itemsList[var6].func_82790_a(par3ItemStack, var9);
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@ -27,7 +27,7 @@
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{
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ItemArmor var6 = (ItemArmor)var5;
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- this.loadTexture("/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + "_b.png");
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+ this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png"));
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+ this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + "_b.png"));
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float var7 = 1.0F;
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GL11.glColor3f(var7, var7, var7);
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}
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@ -64,7 +64,7 @@
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if (var21.getItem().requiresMultipleRenderPasses())
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{
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- for (int var27 = 0; var27 <= 1; ++var27)
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+ for (int var27 = 0; var27 <= var21.getItem().getRenderPasses(var21.getItemDamage()); ++var27)
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+ for (int var27 = 0; var27 < var21.getItem().getRenderPasses(var21.getItemDamage()); ++var27)
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{
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int var26 = var21.getItem().func_82790_a(var21, var27);
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float var28 = (float)(var26 >> 16 & 255) / 255.0F;
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