Elix_x Posted April 5, 2015 Posted April 5, 2015 Hi there, I'm working on new mod, and i want to force to update world rendering in certain cases in certain areas. Force, because rendering of certain blocks depends of player's position. I already found array of all world renderers (and i can access it), but now i want to choose only those responsible for my area (i have the area specified via AxisAlignedBB)... Afterwards marking them needsUpdate will do the thing... Any ideas are welcome... And also, i can't mark all of them to be updated: this produces little frame drop and freezing... Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
Elix_x Posted April 6, 2015 Author Posted April 6, 2015 Oh and also, using box from world renderer and checking for collide with mine, selcts them all... Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
Elix_x Posted April 12, 2015 Author Posted April 12, 2015 Okay. i looked in world renderer code and there's 3 for loops for blocks, but vars are messed up. Can anybody show me this littlest and biggest x,y,z pos in it? Please??? Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
Abastro Posted April 13, 2015 Posted April 13, 2015 Do you mean this code? /** * Will update this chunk renderer */ public void updateRenderer(EntityLivingBase p_147892_1_) { if (this.needsUpdate) //needsUpdate { this.needsUpdate = false; //Rendering bound for Chunk. (posX~posX+16, ...) int i = this.posX; int j = this.posY; int k = this.posZ; int l = this.posX + 16; int i1 = this.posY + 16; int j1 = this.posZ + 16; for (int k1 = 0; k1 < 2; ++k1) { this.skipRenderPass[k1] = true; //Mark render pass to skip } Chunk.isLit = false; //isLit Determines if the chunk is lit or not at a light value greater than 0. HashSet hashset = new HashSet(); hashset.addAll(this.tileEntityRenderers); //Tileentity Renderer HashSet. this.tileEntityRenderers.clear(); Minecraft minecraft = Minecraft.getMinecraft(); EntityLivingBase entitylivingbase1 = minecraft.renderViewEntity; //The Viewing Entity. int l1 = MathHelper.floor_double(entitylivingbase1.posX); //l1 is posX int i2 = MathHelper.floor_double(entitylivingbase1.posY); // i2 is posY int j2 = MathHelper.floor_double(entitylivingbase1.posZ); // j2 is posZ byte b0 = 1; //gets chunk cache which is for rendering bound for Chunk. (posX~posX+16, ...). Regardless of viewing entity. ChunkCache chunkcache = new ChunkCache(this.worldObj, i - b0, j - b0, k - b0, l + b0, i1 + b0, j1 + b0, b0); if (!chunkcache.extendedLevelsInChunkCache()) //if(chunk.getAreLevelsEmpty) .. IDK { ++chunksUpdated; //Increases update count. //Gets RendeBlocks. RenderBlocks renderblocks = new RenderBlocks(chunkcache); //Forge Hook for setting world renderer. net.minecraftforge.client.ForgeHooksClient.setWorldRendererRB(renderblocks); this.bytesDrawn = 0; this.vertexState = null; for (int k2 = 0; k2 < 2; ++k2) //RenderPass loop { boolean flag = false; boolean flag1 = false; boolean flag2 = false; for (int l2 = j; l2 < i1; ++l2) //X axis loop { for (int i3 = k; i3 < j1; ++i3) //Y axis loop { for (int j3 = i; j3 < l; ++j3) //Z axis loop { Block block = chunkcache.getBlock(j3, l2, i3); //get block on the position to render if (block.getMaterial() != Material.air) //If it is not air, render the block. { if (!flag2) { //sets flag2 to true flag2 = true; //pre render blocks. this.preRenderBlocks(k2); } //Rendering TileEntity. if (k2 == 0 && block.hasTileEntity(chunkcache.getBlockMetadata(j3, l2, i3))) { TileEntity tileentity = chunkcache.getTileEntity(j3, l2, i3); if (TileEntityRendererDispatcher.instance.hasSpecialRenderer(tileentity)) { this.tileEntityRenderers.add(tileentity); } } //Gets render pass of a block. int k3 = block.getRenderBlockPass(); if (k3 > k2) { //blockpass is bigger than current pass, flag = true; } //Can render on RenderPass check. if (!block.canRenderInPass(k2)) continue; { //Render blocks by type flag1 |= renderblocks.renderBlockByRenderType(block, j3, l2, i3); if (block.getRenderType() == 0 && j3 == l1 && l2 == i2 && i3 == j2) { //Block Rendering Settings for Default Blocks at Player Location. renderblocks.setRenderFromInside(true); renderblocks.setRenderAllFaces(true); renderblocks.renderBlockByRenderType(block, j3, l2, i3); renderblocks.setRenderFromInside(false); renderblocks.setRenderAllFaces(false); } } } } } } if (flag1) { this.skipRenderPass[k2] = false; //Do not skip RenderPass } if (flag2) { //when pre render got called, , post render block. this.postRenderBlocks(k2, p_147892_1_); } else { //Set skip render pass. flag1 = false; } if (!flag) { break; } } //Forge Hooks (finalization?). net.minecraftforge.client.ForgeHooksClient.setWorldRendererRB(null); } //Some refreshing. HashSet hashset1 = new HashSet(); hashset1.addAll(this.tileEntityRenderers); hashset1.removeAll(hashset); this.tileEntities.addAll(hashset1); hashset.removeAll(this.tileEntityRenderers); this.tileEntities.removeAll(hashset); this.isChunkLit = Chunk.isLit; this.isInitialized = true; } } So basically one WorldRenderer renders a chunk. Quote I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
Elix_x Posted April 15, 2015 Author Posted April 15, 2015 But only 16 blocks of height? Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
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