Fix RenderItem so that forge textures load for it

This commit is contained in:
Christian 2012-12-18 09:19:05 -05:00
parent 3d7bb9c472
commit efee38095b
1 changed files with 21 additions and 5 deletions

View File

@ -63,7 +63,7 @@
-
- for (var15 = 0; var15 <= 1; ++var15)
+ this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
+
+
+ for (var15 = 0; var15 <= var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
{
this.random.setSeed(187L);
@ -88,7 +88,23 @@
if (this.field_77024_a)
{
@@ -348,10 +347,10 @@
@@ -257,14 +256,7 @@
{
GL11.glTranslatef(0.0F, 0.0F, var16 + var17);
- if (Block.blocksList[var18.itemID] != null)
- {
- this.loadTexture("/terrain.png");
- }
- else
- {
- this.loadTexture("/gui/items.png");
- }
+ this.loadTexture(Item.itemsList[var18.itemID].getTextureFile());
GL11.glColor4f(par5, par6, par7, 1.0F);
ItemRenderer.renderItemIn2D(var8, var10, var11, var9, var12, var16);
@@ -348,10 +340,10 @@
float var13;
float var16;
@ -102,7 +118,7 @@
GL11.glPushMatrix();
GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
GL11.glScalef(10.0F, 10.0F, 10.0F);
@@ -382,11 +381,11 @@
@@ -382,11 +374,11 @@
if (Item.itemsList[var6].requiresMultipleRenderPasses())
{
GL11.glDisable(GL11.GL_LIGHTING);
@ -119,7 +135,7 @@
int var11 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, var9);
var12 = (float)(var11 >> 16 & 255) / 255.0F;
var13 = (float)(var11 >> 8 & 255) / 255.0F;
@@ -406,14 +405,7 @@
@@ -406,14 +398,7 @@
{
GL11.glDisable(GL11.GL_LIGHTING);
@ -135,7 +151,7 @@
var9 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, 0);
float var17 = (float)(var9 >> 16 & 255) / 255.0F;
@@ -440,7 +432,10 @@
@@ -440,7 +425,10 @@
{
if (par3ItemStack != null)
{