Skip to content

Instantly share code, notes, and snippets.

bool TileTessellator::tessellateBrewingStandTileInWorld(BrewingStandTile* tile, int x, int y, int z, TileSource* region) {
Tessellator* tess = this->tessellator_inst;
// render the center blaze rod
setRenderBounds(AABB({0.4375, 0.0, 0.4375}, {0.5625, 0.875, 0.5625}));
tessellateBlockInWorld(tile, {x, y, z});
// render the 3 blocks on the bottom
forcedUV = tile->getTextureUVCoordinateSet("brewing_stand_base", 0);
useForcedUV = true;