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Jun 28th, 2017
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  1. VertexBuffer buf = Tessellator.getInstance().getBuffer();
  2. buf.setTranslation(-px, -py, -pz);
  3. buf.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
  4. IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(state);
  5. for (BlockPos pos : mode.getCandidates(event.getPlayer(), event.getTarget().getBlockPos(), event.getTarget().sideHit)) {
  6. if (player.world.getBlockState(pos) == state) {
  7. for (EnumFacing facing : EnumFacing.VALUES) {
  8. if (state.shouldSideBeRendered(Minecraft.getMinecraft().world, pos, facing)) {
  9. List<Quad> quads = model.getQuads(state, facing, 0).stream().map(Quad::from).collect(Collectors.toList());
  10. for (Quad q : quads) {
  11. for (int i = 0; i < 4; i++) {
  12. Vector3f v = q.getVert(i);
  13. buf.pos(pos.getX() + v.x, pos.getY() + v.y, pos.getZ() + v.z).color(1, 1, 1, 0.2f).endVertex();
  14. }
  15. }
  16. }
  17. }
  18. }
  19. }
  20. Tessellator.getInstance().draw();
  21. buf.setTranslation(0, 0, 0);
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