Fix z-flighting and fluid movement, uv's still need a look at

This commit is contained in:
modmuss50 2016-05-11 11:17:17 +01:00
parent 37dc52d6df
commit 7808400028
2 changed files with 15 additions and 11 deletions

View file

@ -98,15 +98,15 @@ public class RenderFluidPipePart implements IBakedModel {
}
if (state.getValue(MultipartFluidPipe.SOUTH))
{
BakedModelUtils.addCubeToList(new Vecs3dCube(thickness, thickness, lastThickness, lastThickness, lastThickness, 16.0),
BakedModelUtils.addCubeToList(new Vecs3dCube(thickness, thickness, thickness, lastThickness, lastThickness, 16.0),
list, face, ModelRotation.X0_Y0, texture, EnumFacing.SOUTH, faceBakery);
renderedConnection = true;
renderedConnection = false;
}
if (state.getValue(MultipartFluidPipe.EAST))
{
BakedModelUtils.addCubeToList(new Vecs3dCube(lastThickness, thickness, thickness, 16.0, lastThickness, lastThickness),
BakedModelUtils.addCubeToList(new Vecs3dCube(thickness, thickness, thickness, 16, lastThickness, lastThickness),
list, face, ModelRotation.X0_Y0, texture, EnumFacing.EAST, faceBakery);
renderedConnection = true;
renderedConnection = false;
}
if (state.getValue(MultipartFluidPipe.WEST))
{