Package net.mcft.copy.betterstorage.client.model

Examples of net.mcft.copy.betterstorage.client.model.ModelBackpackArmor.render()


          EntityLivingBase.class, float.class, player, partial);
      model.setLivingAnimations(player, 0, 0, partial);
     
      RenderUtils.bindTexture(new ResourceLocation(backpackType.getArmorTexture(backpack, player, 0, null)));
      RenderUtils.setColorFromInt((color >= 0) ? color : 0xFFFFFF);
      model.render(player, 0, 0, 0, 0, 0, 0);
     
      if (color >= 0) {
        RenderUtils.bindTexture(new ResourceLocation(backpackType.getArmorTexture(backpack, player, 0, "overlay")));
        GL11.glColor3f(1.0F, 1.0F, 1.0F);
        model.render(player, 0, 0, 0, 0, 0, 0);
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      model.render(player, 0, 0, 0, 0, 0, 0);
     
      if (color >= 0) {
        RenderUtils.bindTexture(new ResourceLocation(backpackType.getArmorTexture(backpack, player, 0, "overlay")));
        GL11.glColor3f(1.0F, 1.0F, 1.0F);
        model.render(player, 0, 0, 0, 0, 0, 0);
      }
     
      if (backpack.isItemEnchanted()) {
        float f9 = player.ticksExisted + partial;
       
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          float f13 = 0.33333334F;
          GL11.glScalef(f13, f13, f13);
          GL11.glRotatef(30.0F - k * 60.0F, 0.0F, 0.0F, 1.0F);
          GL11.glTranslatef(0.0F, f12, 0.0F);
          GL11.glMatrixMode(GL11.GL_MODELVIEW);
          model.render(player, 0, 0, 0, 0, 0, 0);
        }
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glDepthMask(true);
        GL11.glLoadIdentity();
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