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For my mod im looking to add a gold coin that drops when you kill a mob...Everything is fine its just the gold coin has no texture... I dont really understand how to render something that doesnt use a model...Thanks!!

 

 extends Render
{
    private float field_77002_a;
    private static final ResourceLocation experience = new ResourceLocation("kotrt:textures/items/goldCoin.png");
    private static final String __OBFID = "CL_00000995";

    public RenderGoldCurrencyOrb(float p_i1254_1_)
    {
        this.field_77002_a = p_i1254_1_;
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityGoldCurrencyOrb p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
    {
        GL11.glPushMatrix();
        this.bindEntityTexture(p_76986_1_);
        GL11.glTranslatef((float)p_76986_2_, (float)p_76986_4_, (float)p_76986_6_);
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        float f2 = this.field_77002_a;
        GL11.glScalef(f2 / 1.0F, f2 / 1.0F, f2 / 1.0F);
        IIcon iicon = Items.fire_charge.getIconFromDamage(0);
        Tessellator tessellator = Tessellator.instance;
        float f3 = iicon.getMinU();
        float f4 = iicon.getMaxU();
        float f5 = iicon.getMinV();
        float f6 = iicon.getMaxV();
        float f7 = 1.0F;
        float f8 = 0.5F;
        float f9 = 0.25F;
        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.setNormal(0.0F, 1.0F, 0.0F);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);
        tessellator.draw();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityGoldCurrencyOrb p_110775_1_)
    {
        return experience;
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity p_110775_1_)
    {
        return this.getEntityTexture((EntityGoldCurrencyOrb)p_110775_1_);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
    {
        this.doRender((EntityGoldCurrencyOrb)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
    }

 

thats my gold coin render...(I just took it from the render experience orb)

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