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RedLaboratory

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  1. I somehow figured out how to fix this problem. Vec3d projectedView = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); GlStateManager.translated(-projectedView.x, -projectedView.y, -projectedView.z); That function returns exactly what I want.
  2. I have a similar problem. When I draw something in world on RenderWorldLastEvent, everything works fine except when player sneaks. And here is my code. @SubscribeEvent public static void onRenderWorldLast(RenderWorldLastEvent event) { BlockRenderer.renderBlockOutline(event.getPartialTicks()); // XXX render one block at 1, 1, 1 for testing } public static void renderBlockOutline(float partialTicks) { ClientPlayerEntity playerEntity = Minecraft.getInstance().player; double x = playerEntity.lastTickPosX + (playerEntity.posX - playerEntity.lastTickPosX) * partialTicks; double y = playerEntity.lastTickPosY + (playerEntity.posY - playerEntity.lastTickPosY) * partialTicks; double z = playerEntity.lastTickPosZ + (playerEntity.posZ - playerEntity.lastTickPosZ) * partialTicks; //LogManager.getLogger().info(playerEntity.getEyePosition(partialTicks)); //Vec3d eyePos = playerEntity.getEyePosition(partialTicks); //Vec3d eyePos = Minecraft.getInstance().getRenderViewEntity().getEyePosition(partialTicks); GlStateManager.pushMatrix(); //GlStateManager.translated(-eyePos.x, -eyePos.y, -eyePos.z); GlStateManager.translated(-x, -y - playerEntity.getEyeHeight(), -z); GlStateManager.translated(-9, 63, 6); GlStateManager.disableCull(); GlStateManager.disableDepthTest(); GlStateManager.disableTexture(); GlStateManager.color4f(1, 1, 1, 1); //GlStateManager.lineWidth(1); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); bufferBuilder.pos(0, 0, 0).endVertex(); bufferBuilder.pos(1, 0, 0).endVertex(); bufferBuilder.pos(1, 0, 1).endVertex(); bufferBuilder.pos(0, 0, 1).endVertex(); bufferBuilder.pos(0, 1, 0).endVertex(); bufferBuilder.pos(1, 1, 0).endVertex(); bufferBuilder.pos(1, 1, 1).endVertex(); bufferBuilder.pos(0, 1, 1).endVertex(); tessellator.draw(); GlStateManager.enableDepthTest(); GlStateManager.enableTexture(); GlStateManager.popMatrix(); }
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