Switch to sill fluids for smeltery renderer, looks a bit nicer
@@ -123,10 +123,8 @@ public class SmelteryTankRenderer {
// fluid attributes
FluidAttributes attributes = fluid.getFluid().getAttributes();
TextureAtlasSprite still = FluidRenderer.getBlockSprite(attributes.getStillTexture(fluid));
- TextureAtlasSprite flowing = FluidRenderer.getBlockSprite(attributes.getFlowingTexture(fluid));
int color = attributes.getColor(fluid);
brightness = FluidRenderer.withBlockLight(brightness, attributes.getLuminosity(fluid));
- //int brightness = mc.world.getCombinedLight(pos, fluid.getFluid().getLuminosity());
boolean upsideDown = attributes.isGaseous(fluid);
// the liquid can stretch over more blocks than the subtracted height is if yMin's decimal is bigger than yMax's decimal (causing UV over 1)
@@ -148,10 +146,10 @@ public class SmelteryTankRenderer {
for(int x = 0; x <= xd; x++) {
from.set(xBounds[x], yBounds[y], zBounds[z]);
to.set(xBounds[x + 1], yBounds[y + 1], zBounds[z + 1]);
- if (x == 0) FluidRenderer.putTexturedQuad(builder, matrix, flowing, from, to, Direction.WEST, color, brightness, rotation, true);
- if (x == xd) FluidRenderer.putTexturedQuad(builder, matrix, flowing, from, to, Direction.EAST, color, brightness, rotation, true);
- if (z == 0) FluidRenderer.putTexturedQuad(builder, matrix, flowing, from, to, Direction.NORTH, color, brightness, rotation, true);
- if (z == zd) FluidRenderer.putTexturedQuad(builder, matrix, flowing, from, to, Direction.SOUTH, color, brightness, rotation, true);
+ if (x == 0) FluidRenderer.putTexturedQuad(builder, matrix, still, from, to, Direction.WEST, color, brightness, rotation, false);
+ if (x == xd) FluidRenderer.putTexturedQuad(builder, matrix, still, from, to, Direction.EAST, color, brightness, rotation, false);
+ if (z == 0) FluidRenderer.putTexturedQuad(builder, matrix, still, from, to, Direction.NORTH, color, brightness, rotation, false);
+ if (z == zd) FluidRenderer.putTexturedQuad(builder, matrix, still, from, to, Direction.SOUTH, color, brightness, rotation, false);
if (y == yd) FluidRenderer.putTexturedQuad(builder, matrix, still, from, to, Direction.UP, color, brightness, rotation, false);
if (y == 0) {
// increase Y position slightly to prevent z fighting on neighboring fluids
