GL11.glPopAttrib();
GL11.glPopMatrix();
}
private void renderFluids(Pipe<PipeTransportFluids> pipe, double x, double y, double z) {
PipeTransportFluids trans = pipe.transport;
boolean needsRender = false;
for (int i = 0; i < 7; ++i) {
FluidStack fluidStack = trans.renderCache[i];
if (fluidStack != null && fluidStack.amount > 0) {
needsRender = true;
break;
}
}
if (!needsRender) {
return;
}
GL11.glPushMatrix();
GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glTranslatef((float) x, (float) y, (float) z);
// sides
boolean sides = false, above = false;
for (ForgeDirection side : ForgeDirection.VALID_DIRECTIONS) {
int i = side.ordinal();
FluidStack fluidStack = trans.renderCache[i];
if (fluidStack == null || fluidStack.amount <= 0) {
continue;
}
if (!pipe.container.isPipeConnected(side)) {
continue;
}
DisplayFluidList d = getListFromBuffer(fluidStack, pipe.container.getWorldObj());
if (d == null) {
continue;
}
int stage = (int) ((float) fluidStack.amount / (float) (trans.getCapacity()) * (LIQUID_STAGES - 1));
GL11.glPushMatrix();
int list = 0;
switch (ForgeDirection.VALID_DIRECTIONS[i]) {
case UP:
above = true;
list = d.sideVertical[stage];
break;
case DOWN:
GL11.glTranslatef(0, -0.75F, 0);
list = d.sideVertical[stage];
break;
case EAST:
case WEST:
case SOUTH:
case NORTH:
sides = true;
// Yes, this is kind of ugly, but was easier than transform the coordinates above.
GL11.glTranslatef(0.5F, 0.0F, 0.5F);
GL11.glRotatef(angleY[i], 0, 1, 0);
GL11.glRotatef(angleZ[i], 0, 0, 1);
GL11.glTranslatef(-0.5F, 0.0F, -0.5F);
list = d.sideHorizontal[stage];
break;
default:
}
bindTexture(TextureMap.locationBlocksTexture);
RenderUtils.setGLColorFromInt(trans.colorRenderCache[i]);
GL11.glCallList(list);
GL11.glPopMatrix();
}
// CENTER
FluidStack fluidStack = trans.renderCache[ForgeDirection.UNKNOWN.ordinal()];
if (fluidStack != null && fluidStack.amount > 0) {
DisplayFluidList d = getListFromBuffer(fluidStack, pipe.container.getWorldObj());
if (d != null) {
int stage = (int) ((float) fluidStack.amount / (float) (trans.getCapacity()) * (LIQUID_STAGES - 1));
bindTexture(TextureMap.locationBlocksTexture);
RenderUtils.setGLColorFromInt(trans.colorRenderCache[ForgeDirection.UNKNOWN.ordinal()]);
if (above) {