本文整理汇总了Java中net.minecraft.util.Icon.getInterpolatedV方法的典型用法代码示例。如果您正苦于以下问题:Java Icon.getInterpolatedV方法的具体用法?Java Icon.getInterpolatedV怎么用?Java Icon.getInterpolatedV使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.util.Icon
的用法示例。
在下文中一共展示了Icon.getInterpolatedV方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: renderPistonRodUD
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Render piston rod up/down
*/
public void renderPistonRodUD(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");
if (this.hasOverrideBlockTexture())
{
icon = this.overrideBlockTexture;
}
Tessellator tessellator = Tessellator.instance;
double d7 = (double)icon.getMinU();
double d8 = (double)icon.getMinV();
double d9 = (double)icon.getInterpolatedU(par14);
double d10 = (double)icon.getInterpolatedV(4.0D);
tessellator.setColorOpaque_F(par13, par13, par13);
tessellator.addVertexWithUV(par1, par7, par9, d9, d8);
tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
tessellator.addVertexWithUV(par3, par5, par11, d7, d10);
tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
示例2: renderPistonRodSN
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Render piston rod south/north
*/
public void renderPistonRodSN(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");
if (this.hasOverrideBlockTexture())
{
icon = this.overrideBlockTexture;
}
Tessellator tessellator = Tessellator.instance;
double d7 = (double)icon.getMinU();
double d8 = (double)icon.getMinV();
double d9 = (double)icon.getInterpolatedU(par14);
double d10 = (double)icon.getInterpolatedV(4.0D);
tessellator.setColorOpaque_F(par13, par13, par13);
tessellator.addVertexWithUV(par1, par5, par11, d9, d8);
tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
tessellator.addVertexWithUV(par3, par7, par9, d7, d10);
tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
示例3: renderPistonRodEW
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Render piston rod east/west
*/
public void renderPistonRodEW(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");
if (this.hasOverrideBlockTexture())
{
icon = this.overrideBlockTexture;
}
Tessellator tessellator = Tessellator.instance;
double d7 = (double)icon.getMinU();
double d8 = (double)icon.getMinV();
double d9 = (double)icon.getInterpolatedU(par14);
double d10 = (double)icon.getInterpolatedV(4.0D);
tessellator.setColorOpaque_F(par13, par13, par13);
tessellator.addVertexWithUV(par3, par5, par9, d9, d8);
tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
tessellator.addVertexWithUV(par1, par7, par11, d7, d10);
tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
示例4: renderPositiveXFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the positive x side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param height
* The faces height.
* @param depth
* The faces depth.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderPositiveXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(1f, 0f, 0f);
double x = xBaseCoord + xOffset * scale;
// bottom right
double zBr = zBaseCoord + zOffset * scale;
double yBr = yBaseCoord + yOffset * scale;
// top right
double zTr = zBaseCoord + zOffset * scale;
double yTr = yBaseCoord + (yOffset + height) * scale;
// top left
double zTl = zBaseCoord + (zOffset + depth) * scale;
double yTl = yBaseCoord + (yOffset + height) * scale;
// bottom left
double zBl = zBaseCoord + (zOffset + depth) * scale;
double yBl = yBaseCoord + yOffset * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// bottom right
tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
// top right
tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
// top left
tr.addVertexWithUV(x, yTl, zTl, minU, minV);
// bottom left
tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
}
示例5: renderNegativeXFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the negative x side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param height
* The faces height.
* @param depth
* The faces depth.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderNegativeXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(-1f, 0f, 0f);
double x = xBaseCoord + xOffset * scale;
// bottom left
double zBl = zBaseCoord + zOffset * scale;
double yBl = yBaseCoord + yOffset * scale;
// bottom right
double zBr = zBaseCoord + (zOffset + depth) * scale;
double yBr = yBaseCoord + yOffset * scale;
// top right
double zTr = zBaseCoord + (zOffset + depth) * scale;
double yTr = yBaseCoord + (yOffset + height) * scale;
// top left
double zTl = zBaseCoord + zOffset * scale;
double yTl = yBaseCoord + (yOffset + height) * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// bottom left
tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
// bottom right
tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
// top right
tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
// top left
tr.addVertexWithUV(x, yTl, zTl, minU, minV);
}
示例6: renderPositiveYFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the positive y side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param width
* The faces width.
* @param depth
* The faces depth.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderPositiveYFace(double xOffset, double yOffset, double zOffset, double width, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(0f, 1f, 0f);
double y = yBaseCoord + yOffset * scale;
// bottom right
double xBr = xBaseCoord + xOffset * scale;
double zBr = zBaseCoord + zOffset * scale;
// top right
double xTr = xBaseCoord + xOffset * scale;
double zTr = zBaseCoord + (zOffset + depth) * scale;
// top left
double xTl = xBaseCoord + (xOffset + width) * scale;
double zTl = zBaseCoord + (zOffset + depth) * scale;
// bottom left
double xBl = xBaseCoord + (xOffset + width) * scale;
double zBl = zBaseCoord + zOffset * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// bottom right
tr.addVertexWithUV(xBr, y, zBr, maxU, maxV);
// top right
tr.addVertexWithUV(xTr, y, zTr, maxU, minV);
// top left
tr.addVertexWithUV(xTl, y, zTl, minU, minV);
// bottom left
tr.addVertexWithUV(xBl, y, zBl, minU, maxV);
}
示例7: renderNegativeYFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the negative y side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param width
* The faces width.
* @param depth
* The faces depth.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderNegativeYFace(double xOffset, double yOffset, double zOffset, double width, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(0f, -1f, 0f);
double y = yBaseCoord + yOffset * scale;
// top right
double xTr = xBaseCoord + xOffset * scale;
double zTr = zBaseCoord + zOffset * scale;
// top left
double xTl = xBaseCoord + (xOffset + width) * scale;
double zTl = zBaseCoord + zOffset * scale;
// bottom left
double xBl = xBaseCoord + (xOffset + width) * scale;
double zBl = zBaseCoord + (zOffset + depth) * scale;
// bottom right
double xBr = xBaseCoord + xOffset * scale;
double zBr = zBaseCoord + (zOffset + depth) * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// top right
tr.addVertexWithUV(xTr, y, zTr, maxU, minV);
// top left
tr.addVertexWithUV(xTl, y, zTl, minU, minV);
// bottom left
tr.addVertexWithUV(xBl, y, zBl, minU, maxV);
// bottom right
tr.addVertexWithUV(xBr, y, zBr, maxU, maxV);
}
示例8: renderPositiveZFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the positive z side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param width
* The faces width.
* @param height
* The faces height.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderPositiveZFace(double xOffset, double yOffset, double zOffset, double width, double height, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(0f, 0f, 1f);
double z = zBaseCoord + zOffset * scale;
// bottom left
double xBl = xBaseCoord + xOffset * scale;
double yBl = yBaseCoord + yOffset * scale;
// bottom right
double xBr = xBaseCoord + (xOffset + width) * scale;
double yBr = yBaseCoord + yOffset * scale;
// top right
double xTr = xBaseCoord + (xOffset + width) * scale;
double yTr = yBaseCoord + (yOffset + height) * scale;
// top left
double xTl = xBaseCoord + xOffset * scale;
double yTl = yBaseCoord + (yOffset + height) * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// bottom left
tr.addVertexWithUV(xBl, yBl, z, minU, maxV);
// bottom right
tr.addVertexWithUV(xBr, yBr, z, maxU, maxV);
// top right
tr.addVertexWithUV(xTr, yTr, z, maxU, minV);
// top left
tr.addVertexWithUV(xTl, yTl, z, minU, minV);
}
示例9: renderNegativeZFace
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders the face on the negative z side with optional texture offsets.
* @param xOffset
* The offset on the x-axis.
* @param yOffset
* The offset on the y-axis.
* @param zOffset
* The offset on the z-axis.
* @param width
* The faces width.
* @param height
* The faces height.
* @param uOffset
* The texture offset on the u-axis.
* @param vOffset
* The texture offset on the v-axis.
* @param uMaxOffset
* The max texture offset on the u-axis.
* @param vMaxOffset
* The max texture offset on the v-axis.
* @param icon
* The faces texture.
* @param scale
* The value to scale the offsets with.
*/
public static void renderNegativeZFace(double xOffset, double yOffset, double zOffset, double width, double height, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
tr.setNormal(0f, 0f, -1f);
double z = zBaseCoord + zOffset * scale;
// bottom right
double xBr = xBaseCoord + xOffset * scale;
double yBr = yBaseCoord + yOffset * scale;
// top right
double xTr = xBaseCoord + xOffset * scale;
double yTr = yBaseCoord + (yOffset + height) * scale;
// top left
double xTl = xBaseCoord + (xOffset + width) * scale;
double yTl = yBaseCoord + (yOffset + height) * scale;
// bottom left
double xBl = xBaseCoord + (xOffset + width) * scale;
double yBl = yBaseCoord + yOffset * scale;
double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
// bottom right
tr.addVertexWithUV(xBr, yBr, z, maxU, maxV);
// top right
tr.addVertexWithUV(xTr, yTr, z, maxU, minV);
// top left
tr.addVertexWithUV(xTl, yTl, z, minU, minV);
// bottom left
tr.addVertexWithUV(xBl, yBl, z, minU, maxV);
}
示例10: renderBlockStemSmall
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Render block stem small
*/
public void renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9)
{
Tessellator tessellator = Tessellator.instance;
Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par2);
if (this.hasOverrideBlockTexture())
{
icon = this.overrideBlockTexture;
}
double d4 = (double)icon.getMinU();
double d5 = (double)icon.getMinV();
double d6 = (double)icon.getMaxU();
double d7 = (double)icon.getInterpolatedV(par3 * 16.0D);
double d8 = par5 + 0.5D - 0.44999998807907104D;
double d9 = par5 + 0.5D + 0.44999998807907104D;
double d10 = par9 + 0.5D - 0.44999998807907104D;
double d11 = par9 + 0.5D + 0.44999998807907104D;
tessellator.addVertexWithUV(d8, par7 + par3, d10, d4, d5);
tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d4, d7);
tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d6, d7);
tessellator.addVertexWithUV(d9, par7 + par3, d11, d6, d5);
tessellator.addVertexWithUV(d9, par7 + par3, d11, d4, d5);
tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d4, d7);
tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d6, d7);
tessellator.addVertexWithUV(d8, par7 + par3, d10, d6, d5);
tessellator.addVertexWithUV(d8, par7 + par3, d11, d4, d5);
tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d4, d7);
tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d6, d7);
tessellator.addVertexWithUV(d9, par7 + par3, d10, d6, d5);
tessellator.addVertexWithUV(d9, par7 + par3, d10, d4, d5);
tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d4, d7);
tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d6, d7);
tessellator.addVertexWithUV(d8, par7 + par3, d11, d6, d5);
}
示例11: renderTorchAtAngle
import net.minecraft.util.Icon; //导入方法依赖的package包/类
/**
* Renders a torch at the given coordinates, with the base slanting at the given delta
*/
public void renderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10, int par12)
{
Tessellator tessellator = Tessellator.instance;
Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par12);
if (this.hasOverrideBlockTexture())
{
icon = this.overrideBlockTexture;
}
double d5 = (double)icon.getMinU();
double d6 = (double)icon.getMinV();
double d7 = (double)icon.getMaxU();
double d8 = (double)icon.getMaxV();
double d9 = (double)icon.getInterpolatedU(7.0D);
double d10 = (double)icon.getInterpolatedV(6.0D);
double d11 = (double)icon.getInterpolatedU(9.0D);
double d12 = (double)icon.getInterpolatedV(8.0D);
double d13 = (double)icon.getInterpolatedU(7.0D);
double d14 = (double)icon.getInterpolatedV(13.0D);
double d15 = (double)icon.getInterpolatedU(9.0D);
double d16 = (double)icon.getInterpolatedV(15.0D);
par2 += 0.5D;
par6 += 0.5D;
double d17 = par2 - 0.5D;
double d18 = par2 + 0.5D;
double d19 = par6 - 0.5D;
double d20 = par6 + 0.5D;
double d21 = 0.0625D;
double d22 = 0.625D;
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d9, d10);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d9, d12);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d11, d12);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d11, d10);
tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 - d21 + par10, d15, d14);
tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 + d21 + par10, d15, d16);
tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 + d21 + par10, d13, d16);
tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 - d21 + par10, d13, d14);
tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d19, d5, d6);
tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d19 + par10, d5, d8);
tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d20 + par10, d7, d8);
tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d20, d7, d6);
tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d20, d5, d6);
tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d20 + par10, d5, d8);
tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d19 + par10, d7, d8);
tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d19, d7, d6);
tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 + d21, d5, d6);
tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 + d21 + par10, d5, d8);
tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 + d21 + par10, d7, d8);
tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 + d21, d7, d6);
tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 - d21, d5, d6);
tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 - d21 + par10, d5, d8);
tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 - d21 + par10, d7, d8);
tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 - d21, d7, d6);
}