Disable incorrect glNormal calls which caused errors.

This commit is contained in:
Michael J. Evans 2023-08-06 15:07:12 -07:00
parent 91c32e503f
commit dc639b6bfe
3 changed files with 20 additions and 19 deletions

View File

@ -193,7 +193,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glDisable(GL11.GL_CULL_FACE)
// Front.
GL11.glNormal3f(0, 0, 1)
// GL11.glNormal3f(0, 0, 1)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
@ -204,7 +204,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
// Back.
GL11.glNormal3f(0, 0, -1)
// GL11.glNormal3f(0, 0, -1)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.minZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
@ -215,7 +215,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
// Top.
GL11.glNormal3f(0, 1, 0)
// GL11.glNormal3f(0, 1, 0)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(bounds.maxZ * 16))
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxX * 16), texture.getInterpolatedV(bounds.minZ * 16))
@ -226,7 +226,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
// Bottom.
GL11.glNormal3f(0, -1, 0)
// GL11.glNormal3f(0, -1, 0)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(bounds.maxZ * 16))
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.minX * 16), texture.getInterpolatedV(bounds.minZ * 16))
@ -237,7 +237,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.maxZ)
// Left.
GL11.glNormal3f(1, 0, 0)
// GL11.glNormal3f(1, 0, 0)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.maxY * 16))
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
@ -248,7 +248,7 @@ object ItemRenderer extends IItemRenderer {
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
// Right.
GL11.glNormal3f(-1, 0, 0)
// GL11.glNormal3f(-1, 0, 0)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.minY * 16))
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(texture.getInterpolatedU(bounds.maxZ * 16), texture.getInterpolatedV(16 - bounds.maxY * 16))

View File

@ -68,7 +68,7 @@ object UpgradeRenderer {
GL11.glBegin(GL11.GL_QUADS)
// Front.
GL11.glNormal3f(0, 0, 1)
// GL11.glNormal3f(0, 0, 1)
GL11.glTexCoord2f(frontOffset, 0.5f)
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(frontOffset + 0.5f, 0.5f)
@ -79,7 +79,7 @@ object UpgradeRenderer {
GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
// Top.
GL11.glNormal3f(0, 1, 0)
// GL11.glNormal3f(0, 1, 0)
GL11.glTexCoord2f(1, 0.5f)
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
GL11.glTexCoord2f(1, 1)
@ -90,7 +90,7 @@ object UpgradeRenderer {
GL11.glVertex3d(bounds.minX, bounds.maxY, bounds.maxZ)
// Bottom.
GL11.glNormal3f(0, -1, 0)
// GL11.glNormal3f(0, -1, 0)
GL11.glTexCoord2f(0.5f, 0.5f)
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(0.5f, 1)
@ -101,7 +101,7 @@ object UpgradeRenderer {
GL11.glVertex3d(bounds.maxX, bounds.minY, bounds.maxZ)
// Left.
GL11.glNormal3f(1, 0, 0)
// GL11.glNormal3f(1, 0, 0)
GL11.glTexCoord2f(0, 0.5f)
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.maxZ)
GL11.glTexCoord2f(0, 1)
@ -112,7 +112,7 @@ object UpgradeRenderer {
GL11.glVertex3d(bounds.maxX, bounds.maxY, bounds.minZ)
// Right.
GL11.glNormal3f(-1, 0, 0)
// GL11.glNormal3f(-1, 0, 0)
GL11.glTexCoord2f(0, 1)
GL11.glVertex3d(bounds.minX, bounds.minY, bounds.maxZ)
GL11.glTexCoord2f(0, 0.5f)

View File

@ -72,21 +72,22 @@ object RobotRenderer extends TileEntitySpecialRenderer {
GL11.glNewList(displayList, GL11.GL_COMPILE)
// This is _all_ deprecated old GL stuff... https://stackoverflow.com/a/13149580
GL11.glBegin(GL11.GL_TRIANGLE_FAN)
GL11.glTexCoord2f(0.25f, 0.25f)
GL11.glVertex3f(0.5f, 1, 0.5f)
GL11.glTexCoord2f(0, 0.5f)
GL11.glVertex3f(l, gt, h)
normal(Vec3.createVectorHelper(0, 0.2, 1))
// normal(Vec3.createVectorHelper(0, 0.2, 1))
GL11.glTexCoord2f(0.5f, 0.5f)
GL11.glVertex3f(h, gt, h)
normal(Vec3.createVectorHelper(1, 0.2, 0))
// normal(Vec3.createVectorHelper(1, 0.2, 0))
GL11.glTexCoord2f(0.5f, 0)
GL11.glVertex3f(h, gt, l)
normal(Vec3.createVectorHelper(0, 0.2, -1))
// normal(Vec3.createVectorHelper(0, 0.2, -1))
GL11.glTexCoord2f(0, 0)
GL11.glVertex3f(l, gt, l)
normal(Vec3.createVectorHelper(-1, 0.2, 0))
// normal(Vec3.createVectorHelper(-1, 0.2, 0))
GL11.glTexCoord2f(0, 0.5f)
GL11.glVertex3f(l, gt, h)
GL11.glEnd()
@ -108,16 +109,16 @@ object RobotRenderer extends TileEntitySpecialRenderer {
GL11.glVertex3f(0.5f, 0.03f, 0.5f)
GL11.glTexCoord2f(0.5f, 0)
GL11.glVertex3f(l, gb, l)
normal(Vec3.createVectorHelper(0, -0.2, 1))
// normal(Vec3.createVectorHelper(0, -0.2, 1))
GL11.glTexCoord2f(1, 0)
GL11.glVertex3f(h, gb, l)
normal(Vec3.createVectorHelper(1, -0.2, 0))
// normal(Vec3.createVectorHelper(1, -0.2, 0))
GL11.glTexCoord2f(1, 0.5f)
GL11.glVertex3f(h, gb, h)
normal(Vec3.createVectorHelper(0, -0.2, -1))
// normal(Vec3.createVectorHelper(0, -0.2, -1))
GL11.glTexCoord2f(0.5f, 0.5f)
GL11.glVertex3f(l, gb, h)
normal(Vec3.createVectorHelper(-1, -0.2, 0))
// normal(Vec3.createVectorHelper(-1, -0.2, 0))
GL11.glTexCoord2f(0.5f, 0)
GL11.glVertex3f(l, gb, l)
GL11.glEnd()