Fix itemframe render bug
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baf43da9a0
commit
88d3723e4e
1 changed files with 6 additions and 6 deletions
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@ -76,7 +76,7 @@
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f8 = 1.0F;
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if (this.renderWithColor)
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@@ -241,32 +232,27 @@
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@@ -241,32 +232,26 @@
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f11 = 0.021875F;
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ItemStack itemstack = par1EntityItem.getEntityItem();
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int j = itemstack.stackSize;
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@ -104,7 +104,7 @@
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for (int k = 0; k < b0; ++k)
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{
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GL11.glTranslatef(0.0F, 0.0F, f12 + f11);
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- GL11.glTranslatef(0.0F, 0.0F, f12 + f11);
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-
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- if (itemstack.getItemSpriteNumber() == 0 && Block.blocksList[itemstack.itemID] != null)
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+ // Makes items offset when in 3D, like when in 2D, looks much better. Considered a vanilla bug...
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@ -124,7 +124,7 @@
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{
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this.loadTexture("/terrain.png");
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}
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@@ -356,10 +342,10 @@
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@@ -356,10 +341,10 @@
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float f1;
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float f2;
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@ -137,7 +137,7 @@
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GL11.glPushMatrix();
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GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
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GL11.glScalef(10.0F, 10.0F, 10.0F);
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@@ -390,11 +376,11 @@
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@@ -390,11 +375,11 @@
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if (Item.itemsList[k].requiresMultipleRenderPasses())
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{
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GL11.glDisable(GL11.GL_LIGHTING);
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@ -154,7 +154,7 @@
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int k1 = Item.itemsList[k].getColorFromItemStack(par3ItemStack, j1);
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f = (float)(k1 >> 16 & 255) / 255.0F;
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f1 = (float)(k1 >> 8 & 255) / 255.0F;
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@@ -453,7 +439,10 @@
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@@ -453,7 +438,10 @@
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{
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if (par3ItemStack != null)
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{
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@ -166,7 +166,7 @@
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if (par3ItemStack.hasEffect())
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{
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@@ -590,4 +579,47 @@
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@@ -590,4 +578,47 @@
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{
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this.doRenderItem((EntityItem)par1Entity, par2, par4, par6, par8, par9);
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}
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