Package net.minecraft.src
Class RenderBlocks
java.lang.Object
net.minecraft.src.RenderBlocks
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Field Summary
FieldsModifier and TypeFieldDescriptionThe IBlockAccess used by this instance of RenderBlocksfloatBlue color value for the bottom left cornerfloatBlue color value for the bottom right cornerfloatBlue color value for the top left cornerfloatBlue color value for the top right cornerfloatGreen color value for the bottom left cornerfloatGreen color value for the bottom right cornerfloatGreen color value for the top left cornerfloatGreen color value for the top right cornerfloatRed color value for the bottom left cornerfloatRed color value for the bottom right cornerfloatRed color value for the top left cornerfloatRed color value for the top right cornerstatic booleanFancy grass side matching biomeboolean -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidClear override block texturevoidvoidvoidstatic booleandoesRenderIDRenderItemIn3D(int par0) Checks to see if the item's render type indicates that it should be rendered as a regular block or not.voiddrawCrossedSquares(Block par1Block, int par2, double par3, double par5, double par7, float par9) Utility function to draw crossed swuaresgetBlockIcon(Block par1Block) getBlockIcon(Block par1Block, IBlockAccess par2IBlockAccess, int par3, int par4, int par5, int par6) getBlockIconFromSide(Block par1Block, int par2) getBlockIconFromSideAndMetadata(Block par1Block, int par2, int par3) getIconSafe(Icon par1Icon) booleanbooleanvoidoverrideBlockBounds(double par1, double par3, double par5, double par7, double par9, double par11) Like setRenderBounds, but locks the values so that RenderBlocks won't change them.voidrenderBlockAllFaces(Block par1Block, int par2, int par3, int par4) Render all faces of a blockvoidrenderBlockAsItem(Block block, int iItemDamage, float fBrightness) voidrenderBlockAsItemVanilla(Block par1Block, int par2, float par3) Is called to render the image of a block on an inventory, as a held item, or as a an item on the groundbooleanrenderBlockBeacon(BlockBeacon par1BlockBeacon, int par2, int par3, int par4) Renders beacon blockbooleanrenderBlockBed(Block par1Block, int par2, int par3, int par4) render a bed at the given coordinatesbooleanrenderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand, int par2, int par3, int par4) Render BlockBrewingStandbooleanrenderBlockByRenderType(Block block, int i, int j, int k) booleanrenderBlockCactus(Block par1Block, int par2, int par3, int par4) Renders a cactus block at the given coordinatesbooleanrenderBlockCactusImpl(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) Render block cactus implementationbooleanrenderBlockCauldron(BlockCauldron par1BlockCauldron, int par2, int par3, int par4) Render block cauldronbooleanrenderBlockCocoa(BlockCocoa par1BlockCocoa, int par2, int par3, int par4) Renders a Cocoa block at the given coordinatesbooleanrenderBlockCrops(Block par1Block, int par2, int par3, int par4) Render block cropsvoidrenderBlockCropsImpl(Block par1Block, int par2, double par3, double par5, double par7) Render block crops implementationbooleanrenderBlockDoor(Block par1Block, int par2, int par3, int par4) Renders a door block at the given coordinatesbooleanrenderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg, int par2, int par3, int par4) booleanrenderBlockEndPortalFrame(BlockEndPortalFrame par1BlockEndPortalFrame, int par2, int par3, int par4) // +++START EDIT+++ // ---END EDIT--- Render BlockEndPortalFramebooleanrenderBlockFence(BlockFence par1BlockFence, int par2, int par3, int par4) booleanrenderBlockFenceGate(BlockFenceGate par1BlockFenceGate, int par2, int par3, int par4) Render block fence gatebooleanrenderBlockFire(BlockFire par1BlockFire, int par2, int par3, int par4) Renders a fire block at the given coordinatesbooleanrenderBlockFlowerpot(BlockFlowerPot par1BlockFlowerPot, int par2, int par3, int par4) Renders flower potbooleanrenderBlockFluids(Block block, int i, int j, int k) booleanrenderBlockLadder(Block par1Block, int par2, int par3, int par4) Renders a ladder block at the given coordinatesbooleanrenderBlockLever(Block par1Block, int par2, int par3, int par4) Renders a lever block at the given coordinatesbooleanrenderBlockLilyPad(Block par1Block, int par2, int par3, int par4) Render BlockLilyPadbooleanrenderBlockLog(Block par1Block, int par2, int par3, int par4) Renders a log block at the given coordinatesbooleanrenderBlockMinecartTrack(BlockRailBase par1BlockRailBase, int par2, int par3, int par4) Renders a minecart track block at the given coordinatesbooleanrenderBlockPane(BlockPane par1BlockPane, int par2, int par3, int par4) booleanrenderBlockQuartz(Block par1Block, int par2, int par3, int par4) booleanrenderBlockRedstoneLogic(BlockRedstoneLogic par1BlockRedstoneLogic, int par2, int par3, int par4) voidrenderBlockRedstoneLogicMetadata(BlockRedstoneLogic par1BlockRedstoneLogic, int par2, int par3, int par4, int par5) booleanrenderBlockRedstoneWire(Block par1Block, int par2, int par3, int par4) Renders a redstone wire block at the given coordinatesbooleanrenderBlockRepeater(BlockRedstoneRepeater par1BlockRedstoneRepeater, int par2, int par3, int par4) render a redstone repeater at the given coordinatesvoidrenderBlockSandFalling(Block par1Block, World par2World, int par3, int par4, int par5, int par6) Renders a falling sand blockbooleanrenderBlockStairs(BlockStairs par1BlockStairs, int par2, int par3, int par4) Renders a stair block at the given coordinatesbooleanrenderBlockStem(Block par1Block, int par2, int par3, int par4) Render block stemvoidrenderBlockStemBig(BlockStem par1BlockStem, int par2, int par3, double par4, double par6, double par8, double par10) Render block stem bigvoidrenderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9) Render block stem smallbooleanrenderBlockTorch(Block par1Block, int par2, int par3, int par4) Renders a torch block at the given coordinatesbooleanrenderBlockTripWire(Block par1Block, int par2, int par3, int par4) Renders a trip wire block at the given coordinatesbooleanrenderBlockTripWireSource(Block par1Block, int par2, int par3, int par4) Renders a trip wire source block at the given coordinatesvoidrenderBlockUsingTexture(Block par1Block, int par2, int par3, int par4, Icon par5Icon) Renders a block using the given texture instead of the block's own default texturebooleanrenderBlockVine(Block par1Block, int par2, int par3, int par4) Render block vinebooleanrenderBlockWall(BlockWall par1BlockWall, int par2, int par3, int par4) Renders wall blockbooleanrenderCrossedSquares(Block par1Block, int par2, int par3, int par4) Overload forrenderCrossedSquares(net.minecraft.src.Block, int, int, int, boolean), renders without visual offsetbooleanrenderCrossedSquares(Block par1Block, int par2, int par3, int par4, boolean withOffset) Renders any block requiring croseed squares such as reeds, flowers, and mushroomsvoidrenderFaceXNeg(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the east (x-negative) face of the block.voidrenderFaceXPos(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the east (x-positive) face of the block.voidrenderFaceYNeg(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the bottom face of the block.voidrenderFaceYPos(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the top face of the block.voidrenderFaceZNeg(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the north (z-negative) face of the block.voidrenderFaceZPos(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the south (z-positive) face of the block.voidrenderFullBottomFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) voidrenderFullEastFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) voidrenderFullNorthFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the north (x-negative) face of the block.voidrenderFullSouthFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the south (x-positive) face of the block.voidrenderFullTopFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) voidrenderFullWestFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) booleanrenderGrassBlockWithAmbientOcclusion(Block block, int x, int y, int z, float red, float green, float blue, Icon sideOverlayIcon) booleanrenderGrassBlockWithColorMultiplier(Block grassBlock, int x, int y, int z, float red, float green, float blue, Icon sideOverlayIcon) booleanrenderPistonBase(Block par1Block, int par2, int par3, int par4, boolean par5) renders a block as a piston basevoidrenderPistonBaseAllFaces(Block par1Block, int par2, int par3, int par4) Render all faces of the piston basebooleanrenderPistonExtension(Block par1Block, int par2, int par3, int par4, boolean par5) renders the pushing part of a pistonvoidrenderPistonExtensionAllFaces(Block par1Block, int par2, int par3, int par4, boolean par5) Render all faces of the piston extensionbooleanrenderRedstoneWireWithState(Block block, int x, int y, int z, int power, int connections) booleanrenderStandardBlock(Block block, int x, int y, int z) Renders a standard cube block at the given coordinatesbooleanrenderStandardBlockWithAmbientOcclusion(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) booleanrenderStandardBlockWithAmbientOcclusionPartial(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) Renders non-full-cube block with ambient occusion.booleanrenderStandardBlockWithColorMultiplier(Block block, int x, int y, int z, float red, float green, float blue) Renders a standard cube block at the given coordinates, with a given color ratio.voidrenderStandardFallingBlock(Block block, int i, int j, int k, int iMetadata) Used for falling blocks, and those being moved by pistonsbooleanrenderStandardFullBlock(Block block, int i, int j, int k) speed render of typical blocksvoidrenderStandardFullBlockMovedByPiston(Block block, int i, int j, int k) booleanrenderStandardFullBlockWithAmbientOcclusion(Block block, int i, int j, int k) booleanrenderStandardFullBlockWithColorMultiplier(Block block, int i, int j, int k) voidrenderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10, int par12) Renders a torch at the given coordinates, with the base slanting at the given deltavoidrenderTorchForRedstoneLogic(double x, double y, double z, boolean lit) voidsetOverrideBlockTexture(Icon par1Icon) Sets overrideBlockTexturevoidsetRenderAllFaces(boolean bValue) voidsetRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11) Sets the bounding box for the block to draw in, e.g. 0.25-0.75 on all axes for a half-size, centered block.voidvoidsetRenderBoundsFromBlock(Block par1Block) Like setRenderBounds, but automatically pulling the bounds from the given Block.voidsetUVOverrideBottom(float uMin, float vMin, float uMax, float vMax) voidsetUVOverrideEast(float minU, float minV, float maxU, float maxV) voidsetUVOverrideHorizontal(float uMin, float vMin, float uMax, float vMax) Overrides UV coordinates for horizontal block facesvoidsetUVOverrideNorth(float uMin, float vMin, float uMax, float vMax) voidsetUVOverrideSouth(float uMin, float vMin, float uMax, float vMax) voidsetUVOverrideTop(float uMin, float vMin, float uMax, float vMax) voidsetUVOverrideVertical(float uMin, float vMin, float uMax, float vMax) Overrides UV coordinates for vertical block facesvoidsetUVOverrideWest(float uMin, float vMin, float uMax, float vMax) voidsetUVRotateBottom(int iValue) voidsetUVRotateEast(int iValue) voidsetUVRotateNorth(int iValue) voidsetUVRotateSouth(int iValue) voidsetUVRotateTop(int iValue) voidsetUVRotateWest(int iValue) booleanshouldSideBeRenderedBasedOnCurrentBounds(int iNeighborI, int iNeighborJ, int iNeighborK, int iSide) voidUnlocks the visual bounding box so that RenderBlocks can change it again.
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Field Details
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blockAccess
The IBlockAccess used by this instance of RenderBlocks -
fancyGrass
public static boolean fancyGrassFancy grass side matching biome -
useInventoryTint
public boolean useInventoryTint -
colorRedTopLeft
public float colorRedTopLeftRed color value for the top left corner -
colorRedBottomLeft
public float colorRedBottomLeftRed color value for the bottom left corner -
colorRedBottomRight
public float colorRedBottomRightRed color value for the bottom right corner -
colorRedTopRight
public float colorRedTopRightRed color value for the top right corner -
colorGreenTopLeft
public float colorGreenTopLeftGreen color value for the top left corner -
colorGreenBottomLeft
public float colorGreenBottomLeftGreen color value for the bottom left corner -
colorGreenBottomRight
public float colorGreenBottomRightGreen color value for the bottom right corner -
colorGreenTopRight
public float colorGreenTopRightGreen color value for the top right corner -
colorBlueTopLeft
public float colorBlueTopLeftBlue color value for the top left corner -
colorBlueBottomLeft
public float colorBlueBottomLeftBlue color value for the bottom left corner -
colorBlueBottomRight
public float colorBlueBottomRightBlue color value for the bottom right corner -
colorBlueTopRight
public float colorBlueTopRightBlue color value for the top right corner
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Constructor Details
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RenderBlocks
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RenderBlocks
public RenderBlocks()
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Method Details
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setOverrideBlockTexture
Sets overrideBlockTexture -
clearOverrideBlockTexture
public void clearOverrideBlockTexture()Clear override block texture -
hasOverrideBlockTexture
public boolean hasOverrideBlockTexture() -
setRenderBounds
public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11) Sets the bounding box for the block to draw in, e.g. 0.25-0.75 on all axes for a half-size, centered block. -
setRenderBoundsFromBlock
Like setRenderBounds, but automatically pulling the bounds from the given Block. -
overrideBlockBounds
public void overrideBlockBounds(double par1, double par3, double par5, double par7, double par9, double par11) Like setRenderBounds, but locks the values so that RenderBlocks won't change them. If you use this, you must call unlockBlockBounds after you finish rendering! -
unlockBlockBounds
public void unlockBlockBounds()Unlocks the visual bounding box so that RenderBlocks can change it again. -
renderBlockUsingTexture
Renders a block using the given texture instead of the block's own default texture -
renderBlockAllFaces
Render all faces of a block -
renderBlockEndPortalFrame
public boolean renderBlockEndPortalFrame(BlockEndPortalFrame par1BlockEndPortalFrame, int par2, int par3, int par4) // +++START EDIT+++ // ---END EDIT--- Render BlockEndPortalFrame -
renderBlockBed
render a bed at the given coordinates -
renderBlockBrewingStand
public boolean renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand, int par2, int par3, int par4) Render BlockBrewingStand -
renderBlockCauldron
Render block cauldron -
renderBlockFlowerpot
public boolean renderBlockFlowerpot(BlockFlowerPot par1BlockFlowerPot, int par2, int par3, int par4) Renders flower pot -
renderBlockTorch
Renders a torch block at the given coordinates -
renderBlockRepeater
public boolean renderBlockRepeater(BlockRedstoneRepeater par1BlockRedstoneRepeater, int par2, int par3, int par4) render a redstone repeater at the given coordinates -
renderBlockRedstoneLogic
public boolean renderBlockRedstoneLogic(BlockRedstoneLogic par1BlockRedstoneLogic, int par2, int par3, int par4) -
renderBlockRedstoneLogicMetadata
public void renderBlockRedstoneLogicMetadata(BlockRedstoneLogic par1BlockRedstoneLogic, int par2, int par3, int par4, int par5) -
renderPistonBaseAllFaces
Render all faces of the piston base -
renderPistonBase
renders a block as a piston base -
renderPistonExtensionAllFaces
public void renderPistonExtensionAllFaces(Block par1Block, int par2, int par3, int par4, boolean par5) Render all faces of the piston extension -
renderPistonExtension
renders the pushing part of a piston -
renderBlockLever
Renders a lever block at the given coordinates -
renderBlockTripWireSource
Renders a trip wire source block at the given coordinates -
renderBlockTripWire
Renders a trip wire block at the given coordinates -
renderBlockFire
Renders a fire block at the given coordinates -
renderBlockRedstoneWire
Renders a redstone wire block at the given coordinates -
renderRedstoneWireWithState
public boolean renderRedstoneWireWithState(Block block, int x, int y, int z, int power, int connections) -
renderBlockMinecartTrack
public boolean renderBlockMinecartTrack(BlockRailBase par1BlockRailBase, int par2, int par3, int par4) Renders a minecart track block at the given coordinates -
renderBlockLadder
Renders a ladder block at the given coordinates -
renderBlockVine
Render block vine -
renderBlockPane
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renderCrossedSquares
public boolean renderCrossedSquares(Block par1Block, int par2, int par3, int par4, boolean withOffset) Renders any block requiring croseed squares such as reeds, flowers, and mushrooms- Parameters:
withOffset- Whentrue, offsets the block slightly based on provided coordinates
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renderCrossedSquares
Overload forrenderCrossedSquares(net.minecraft.src.Block, int, int, int, boolean), renders without visual offset -
renderBlockStem
Render block stem -
renderBlockCrops
Render block crops -
renderTorchAtAngle
public void renderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10, int par12) Renders a torch at the given coordinates, with the base slanting at the given delta -
drawCrossedSquares
public void drawCrossedSquares(Block par1Block, int par2, double par3, double par5, double par7, float par9) Utility function to draw crossed swuares -
renderBlockStemSmall
public void renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9) Render block stem small -
renderBlockLilyPad
Render BlockLilyPad -
renderBlockStemBig
public void renderBlockStemBig(BlockStem par1BlockStem, int par2, int par3, double par4, double par6, double par8, double par10) Render block stem big -
renderBlockCropsImpl
Render block crops implementation -
renderBlockSandFalling
public void renderBlockSandFalling(Block par1Block, World par2World, int par3, int par4, int par5, int par6) Renders a falling sand block -
renderStandardBlock
Renders a standard cube block at the given coordinates -
renderBlockLog
Renders a log block at the given coordinates -
renderBlockQuartz
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renderStandardBlockWithAmbientOcclusion
public boolean renderStandardBlockWithAmbientOcclusion(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) -
renderStandardBlockWithAmbientOcclusionPartial
public boolean renderStandardBlockWithAmbientOcclusionPartial(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) Renders non-full-cube block with ambient occusion. Args: block, x, y, z, red, green, blue (lighting) -
renderStandardBlockWithColorMultiplier
public boolean renderStandardBlockWithColorMultiplier(Block block, int x, int y, int z, float red, float green, float blue) Renders a standard cube block at the given coordinates, with a given color ratio. Args: block, x, y, z, r, g, b -
renderBlockCocoa
Renders a Cocoa block at the given coordinates -
renderBlockBeacon
Renders beacon block -
renderBlockCactus
Renders a cactus block at the given coordinates -
renderBlockCactusImpl
public boolean renderBlockCactusImpl(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7) Render block cactus implementation -
renderBlockFence
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renderBlockWall
Renders wall block -
renderBlockDragonEgg
public boolean renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg, int par2, int par3, int par4) -
renderBlockFenceGate
public boolean renderBlockFenceGate(BlockFenceGate par1BlockFenceGate, int par2, int par3, int par4) Render block fence gate -
renderBlockStairs
Renders a stair block at the given coordinates -
renderBlockDoor
Renders a door block at the given coordinates -
renderFaceYNeg
Renders the given texture to the bottom face of the block. Args: block, x, y, z, texture -
renderFaceYPos
Renders the given texture to the top face of the block. Args: block, x, y, z, texture -
renderFaceZNeg
Renders the given texture to the north (z-negative) face of the block. Args: block, x, y, z, texture -
renderFaceZPos
Renders the given texture to the south (z-positive) face of the block. Args: block, x, y, z, texture -
renderFaceXNeg
Renders the given texture to the east (x-negative) face of the block. Args: block, x, y, z, texture -
renderFaceXPos
Renders the given texture to the east (x-positive) face of the block. Args: block, x, y, z, texture -
renderBlockAsItemVanilla
Is called to render the image of a block on an inventory, as a held item, or as a an item on the ground -
doesRenderIDRenderItemIn3D
public static boolean doesRenderIDRenderItemIn3D(int par0) Checks to see if the item's render type indicates that it should be rendered as a regular block or not. -
getBlockIcon
public Icon getBlockIcon(Block par1Block, IBlockAccess par2IBlockAccess, int par3, int par4, int par5, int par6) -
getBlockIconFromSideAndMetadata
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getBlockIconFromSide
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getBlockIcon
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getIconSafe
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renderBlockFluids
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renderGrassBlockWithAmbientOcclusion
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renderGrassBlockWithColorMultiplier
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renderBlockByRenderType
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renderBlockAsItem
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renderStandardFullBlock
speed render of typical blocks -
renderStandardFullBlockWithAmbientOcclusion
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renderStandardFullBlockWithColorMultiplier
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renderFullBottomFace
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renderFullTopFace
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renderFullEastFace
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renderFullWestFace
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renderFullNorthFace
public void renderFullNorthFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the north (x-negative) face of the block. Args: block, x, y, z, texture -
renderFullSouthFace
public void renderFullSouthFace(Block par1Block, double par2, double par4, double par6, Icon par8Icon) Renders the given texture to the south (x-positive) face of the block. Args: block, x, y, z, texture -
getOverrideTexture
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setUVRotateEast
public void setUVRotateEast(int iValue) -
setUVRotateWest
public void setUVRotateWest(int iValue) -
setUVRotateSouth
public void setUVRotateSouth(int iValue) -
setUVRotateNorth
public void setUVRotateNorth(int iValue) -
setUVRotateTop
public void setUVRotateTop(int iValue) -
setUVRotateBottom
public void setUVRotateBottom(int iValue) -
setUVOverrideEast
public void setUVOverrideEast(float minU, float minV, float maxU, float maxV) -
setUVOverrideWest
public void setUVOverrideWest(float uMin, float vMin, float uMax, float vMax) -
setUVOverrideSouth
public void setUVOverrideSouth(float uMin, float vMin, float uMax, float vMax) -
setUVOverrideNorth
public void setUVOverrideNorth(float uMin, float vMin, float uMax, float vMax) -
setUVOverrideTop
public void setUVOverrideTop(float uMin, float vMin, float uMax, float vMax) -
setUVOverrideBottom
public void setUVOverrideBottom(float uMin, float vMin, float uMax, float vMax) -
setUVOverrideHorizontal
public void setUVOverrideHorizontal(float uMin, float vMin, float uMax, float vMax) Overrides UV coordinates for horizontal block faces -
setUVOverrideVertical
public void setUVOverrideVertical(float uMin, float vMin, float uMax, float vMax) Overrides UV coordinates for vertical block faces -
clearUVRotation
public void clearUVRotation() -
clearUVOverride
public void clearUVOverride() -
clearUVTransform
public void clearUVTransform() -
getRenderAllFaces
public boolean getRenderAllFaces() -
setRenderAllFaces
public void setRenderAllFaces(boolean bValue) -
setRenderBounds
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renderStandardFallingBlock
Used for falling blocks, and those being moved by pistons -
renderStandardFullBlockMovedByPiston
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shouldSideBeRenderedBasedOnCurrentBounds
public boolean shouldSideBeRenderedBasedOnCurrentBounds(int iNeighborI, int iNeighborJ, int iNeighborK, int iSide) -
renderTorchForRedstoneLogic
public void renderTorchForRedstoneLogic(double x, double y, double z, boolean lit)
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