/*******************************************************************************
* Copyright (c) 2015, Superloup10
*
* Wolf's Addons is distributed under the terms of the Minecraft Mod Public
* License 1.0, or MMPL. Please check the contents of the license located in
* https://www.dropbox.com/s/6l16rc7b1aks211/MMPL-1.0.txt
******************************************************************************/
package fr.wolf.addons.client.render;
import fr.wolf.addons.common.Wolf_Addons;
import fr.wolf.addons.common.tileentity.TileEntityCable;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
public class TESRCable extends TileEntitySpecialRenderer
{
private static final ResourceLocation texture = new ResourceLocation(Wolf_Addons.MODID + ":textures/blocks/cable1.png");
private final boolean drawInside = true;
private final float pixel = 1F / 16F;
private final float pixel_texture = 1F / 32F;
public TESRCable()
{
this.setRendererDispatcher(TileEntityRendererDispatcher.instance);
}
@Override
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale, int p_180535_9_)
{
GL11.glTranslated(x, y, z);
GL11.glDisable(GL11.GL_LIGHTING);
this.bindTexture(texture);
{
TileEntityCable cable = (TileEntityCable)te;
if(!cable.onlyOpposite(cable.direction))
{
this.renderCore((TileEntityCable)te);
for(int i = 0; i < cable.direction.length; i++)
{
if(cable.direction[i] != null)
{
this.renderDirectional(cable.direction[i]);
}
}
}
else
{
for(int i = 0; i < cable.direction.length; i++)
{
if(cable.direction[i] != null)
{
this.renderStraight(cable.direction[i]);
break;
}
}
}
}
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glTranslated(-x, -y, -z);
}
private void renderStraight(EnumFacing direction)
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.startDrawingQuads();
{
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
if(direction.equals(EnumFacing.NORTH) || direction.equals(EnumFacing.SOUTH))
GL11.glRotatef(90F, 1F, 0F, 0F);
if(direction.equals(EnumFacing.WEST) || direction.equals(EnumFacing.EAST))
GL11.glRotatef(90F, 0F, 0F, 1F);
if(direction.equals(EnumFacing.UP) || direction.equals(EnumFacing.DOWN))
;
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
if(drawInside)
{
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 26 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 26 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 0, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
}
}
tessellator.draw();
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
if(direction.equals(EnumFacing.NORTH) || direction.equals(EnumFacing.SOUTH))
GL11.glRotatef(-90F, 1F, 0F, 0F);
if(direction.equals(EnumFacing.WEST) || direction.equals(EnumFacing.EAST))
GL11.glRotatef(-90F, 0F, 0F, 1F);
if(direction.equals(EnumFacing.UP) || direction.equals(EnumFacing.DOWN))
;
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
}
private void renderDirectional(EnumFacing direction)
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.startDrawingQuads();
{
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
switch(direction)
{
case NORTH:
GL11.glRotatef(270F, 1F, 0F, 0F);
break;
case SOUTH:
GL11.glRotatef(90F, 1F, 0F, 0F);
break;
case WEST:
GL11.glRotatef(90F, 0F, 0F, 1F);
break;
case EAST:
GL11.glRotatef(270F, 0F, 0F, 1F);
break;
case UP:
break;
case DOWN:
GL11.glRotatef(180F, 1F, 0F, 0F);
break;
}
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
if(drawInside)
{
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 11 * pixel / 2, 10 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1, 1 - 11 * pixel / 2, 10 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
}
}
tessellator.draw();
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
switch(direction)
{
case NORTH:
GL11.glRotatef(-270F, 1F, 0F, 0F);
break;
case SOUTH:
GL11.glRotatef(-90F, 1F, 0F, 0F);
break;
case WEST:
GL11.glRotatef(-90F, 0F, 0F, 1F);
break;
case EAST:
GL11.glRotatef(-270F, 0F, 0F, 1F);
break;
case UP:
break;
case DOWN:
GL11.glRotatef(-180F, 1F, 0F, 0F);
break;
}
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
}
private void renderCore(TileEntityCable te)
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.startDrawingQuads();
{
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
if(drawInside)
{
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 0 * pixel_texture, 5 * pixel_texture);
worldrenderer.addVertexWithUV(1 - 11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 0 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 11 * pixel / 2, 5 * pixel_texture, 0 * pixel_texture);
worldrenderer.addVertexWithUV(11 * pixel / 2, 11 * pixel / 2, 1 - 11 * pixel / 2, 5 * pixel_texture, 5 * pixel_texture);
}
}
tessellator.draw();
}
}