mirror of
https://github.com/MightyPirates/OpenComputers.git
synced 2025-09-24 04:50:30 -04:00
Disable incorrect glNormal calls which caused errors.
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parent
91c32e503f
commit
dc639b6bfe
@ -193,7 +193,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glDisable(GL11.GL_CULL_FACE)
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// Front.
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GL11.glNormal3f(0, 0, 1)
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// GL11.glNormal3f(0, 0, 1)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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@ -204,7 +204,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
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// Back.
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GL11.glNormal3f(0, 0, -1)
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// GL11.glNormal3f(0, 0, -1)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.minZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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@ -215,7 +215,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
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// Top.
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GL11.glNormal3f(0, 1, 0)
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// GL11.glNormal3f(0, 1, 0)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(bounds.maxZ * 16))
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(bounds.minZ * 16))
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@ -226,7 +226,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
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// Bottom.
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GL11.glNormal3f(0, -1, 0)
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// GL11.glNormal3f(0, -1, 0)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(bounds.maxZ * 16))
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(bounds.minZ * 16))
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@ -237,7 +237,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.maxZ)
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// Left.
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GL11.glNormal3f(1, 0, 0)
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// GL11.glNormal3f(1, 0, 0)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.maxY * 16))
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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@ -248,7 +248,7 @@ object ItemRenderer extends IItemRenderer {
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
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// Right.
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GL11.glNormal3f(-1, 0, 0)
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// GL11.glNormal3f(-1, 0, 0)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.maxY * 16))
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@ -68,7 +68,7 @@ object UpgradeRenderer {
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GL11.glBegin(GL11.GL_QUADS)
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// Front.
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GL11.glNormal3f(0, 0, 1)
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// GL11.glNormal3f(0, 0, 1)
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GL11.glTexCoord2f(frontOffset, 0.5f)
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(frontOffset + 0.5f, 0.5f)
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@ -79,7 +79,7 @@ object UpgradeRenderer {
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GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
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// Top.
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GL11.glNormal3f(0, 1, 0)
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// GL11.glNormal3f(0, 1, 0)
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GL11.glTexCoord2f(1, 0.5f)
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
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GL11.glTexCoord2f(1, 1)
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@ -90,7 +90,7 @@ object UpgradeRenderer {
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GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
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// Bottom.
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GL11.glNormal3f(0, -1, 0)
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// GL11.glNormal3f(0, -1, 0)
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GL11.glTexCoord2f(0.5f, 0.5f)
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(0.5f, 1)
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@ -101,7 +101,7 @@ object UpgradeRenderer {
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GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.maxZ)
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// Left.
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GL11.glNormal3f(1, 0, 0)
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// GL11.glNormal3f(1, 0, 0)
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GL11.glTexCoord2f(0, 0.5f)
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
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GL11.glTexCoord2f(0, 1)
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@ -112,7 +112,7 @@ object UpgradeRenderer {
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GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
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// Right.
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GL11.glNormal3f(-1, 0, 0)
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// GL11.glNormal3f(-1, 0, 0)
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GL11.glTexCoord2f(0, 1)
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GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
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GL11.glTexCoord2f(0, 0.5f)
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@ -72,21 +72,22 @@ object RobotRenderer extends TileEntitySpecialRenderer {
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GL11.glNewList(displayList, GL11.GL_COMPILE)
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// This is _all_ deprecated old GL stuff... https://stackoverflow.com/a/13149580
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GL11.glBegin(GL11.GL_TRIANGLE_FAN)
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GL11.glTexCoord2f(0.25f, 0.25f)
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GL11.glVertex3f(0.5f, 1, 0.5f)
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GL11.glTexCoord2f(0, 0.5f)
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GL11.glVertex3f(l, gt, h)
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normal(Vec3.createVectorHelper(0, 0.2, 1))
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// normal(Vec3.createVectorHelper(0, 0.2, 1))
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GL11.glTexCoord2f(0.5f, 0.5f)
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GL11.glVertex3f(h, gt, h)
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normal(Vec3.createVectorHelper(1, 0.2, 0))
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// normal(Vec3.createVectorHelper(1, 0.2, 0))
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GL11.glTexCoord2f(0.5f, 0)
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GL11.glVertex3f(h, gt, l)
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normal(Vec3.createVectorHelper(0, 0.2, -1))
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// normal(Vec3.createVectorHelper(0, 0.2, -1))
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GL11.glTexCoord2f(0, 0)
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GL11.glVertex3f(l, gt, l)
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normal(Vec3.createVectorHelper(-1, 0.2, 0))
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// normal(Vec3.createVectorHelper(-1, 0.2, 0))
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GL11.glTexCoord2f(0, 0.5f)
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GL11.glVertex3f(l, gt, h)
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GL11.glEnd()
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@ -108,16 +109,16 @@ object RobotRenderer extends TileEntitySpecialRenderer {
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GL11.glVertex3f(0.5f, 0.03f, 0.5f)
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GL11.glTexCoord2f(0.5f, 0)
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GL11.glVertex3f(l, gb, l)
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normal(Vec3.createVectorHelper(0, -0.2, 1))
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// normal(Vec3.createVectorHelper(0, -0.2, 1))
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GL11.glTexCoord2f(1, 0)
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GL11.glVertex3f(h, gb, l)
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normal(Vec3.createVectorHelper(1, -0.2, 0))
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// normal(Vec3.createVectorHelper(1, -0.2, 0))
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GL11.glTexCoord2f(1, 0.5f)
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GL11.glVertex3f(h, gb, h)
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normal(Vec3.createVectorHelper(0, -0.2, -1))
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// normal(Vec3.createVectorHelper(0, -0.2, -1))
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GL11.glTexCoord2f(0.5f, 0.5f)
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GL11.glVertex3f(l, gb, h)
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normal(Vec3.createVectorHelper(-1, -0.2, 0))
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// normal(Vec3.createVectorHelper(-1, -0.2, 0))
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GL11.glTexCoord2f(0.5f, 0)
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GL11.glVertex3f(l, gb, l)
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GL11.glEnd()
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