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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/PistonPieceRenderer.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/PistonPieceRenderer.cpp')
-rw-r--r--Minecraft.Client/PistonPieceRenderer.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/Minecraft.Client/PistonPieceRenderer.cpp b/Minecraft.Client/PistonPieceRenderer.cpp
index 1ce084cf..c51d2e0f 100644
--- a/Minecraft.Client/PistonPieceRenderer.cpp
+++ b/Minecraft.Client/PistonPieceRenderer.cpp
@@ -1,12 +1,15 @@
#include "stdafx.h"
#include "PistonPieceRenderer.h"
-#include "Tesselator.h"
#include "Lighting.h"
+#include "Tesselator.h"
+#include "TextureAtlas.h"
#include "TileRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\PistonPieceEntity.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
+ResourceLocation PistonPieceRenderer::SIGN_LOCATION = ResourceLocation(TN_ITEM_SIGN);
+
PistonPieceRenderer::PistonPieceRenderer()
{
tileRenderer = NULL;
@@ -21,7 +24,7 @@ void PistonPieceRenderer::render(shared_ptr<TileEntity> _entity, double x, doubl
if (tile != NULL && entity->getProgress(a) <= 1) // 4J - changed condition from < to <= as our chunk update is async to main thread and so we can have to render these with progress of 1
{
Tesselator *t = Tesselator::getInstance();
- bindTexture(TN_TERRAIN);
+ bindTexture(&TextureAtlas::LOCATION_BLOCKS);
Lighting::turnOff();
glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this