Everything posted by szszss
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[SOLVED]transparent texture in Entities without ruining water render
A soft sell for mcbbs and 360, well done. There are two pass in the rendering process of Minecraft. The first pass is used to render all non-transparent block, most entities and tileentity (in fact, all vanilla ents & tiles), and the second one is used to render transparent block, such as water. Although I think that it is possible to play some "Z buffer tricks" to avoid this problem, you can just simply let your ents & tiles be rendered in the second pass. Just override the shouldRenderInPass method in your ent/tile class (not the renderer class. Don't confuse shouldRenderInPass and shouldRenderPass of RendererEntityLiving). However, I'm not sure will it solve this problem. I can't reproduce it...
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[Solved] Can't find the source codes of Minecraft
Well, the source codes appeared after I cleaned and reset whole development environment, although there are tons of field_xxx and func_xxx.
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[Solved] Can't find the source codes of Minecraft
Hi guys. I followed PlatonCraft's tutorial(http://www.minecraftforge.net/forum/index.php/topic,15314.0.html) to set up a development environment. It looks fine, but I can't find the source codes of Minecraft. LexManos said that it can be found in the minecraft jar in the referenced libraries, but I found nothing but bytecodes in forge-1.7.2-xxx-mcp.jar. Is there any help? Btw, can someone tell me the differences of setupCIWorkspace, setupDecompWorkspace and setupDevWorkspace?
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[152][Solved]How to render entities/TileEntities ignoring lighting?
♪~ It works. The terrifying pigs are rendered with glDisable(GL11.GL_LIGHTING) and OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f). Yep, Minecraft also use lightmap to control brightness. The door is drew with setBrightness(15728880). BTW, resetting the lightmap without disabling OpenGL light source will make Entities more soft. Codes of Standardized Entity Render GL11.glPushMatrix(); GL11.glDisable(GL11.GL_LIGHTING); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); ...render... GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); Codes of Tessellator Drawer tessellator.setBrightness(15728880); If you are curious about why I chose 15728880... 15728880 = 15 << 20 | 15 << 4 The first 15 is lighting of environment, and the second 15 is lighting of itself. So, I guess that 15728880 is potential the brightest lighting in game...
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[152][Solved]How to render entities/TileEntities ignoring lighting?
It seems that Minecraft not only uses OpenGL light source but also uses other things (such as lightmap) to control brightness. Disabling OpenGL light source in Render can make Entity more clear, but not bright. If you are using Tessellator to draw Entity, you can try to use setBrightness to control its brightness. Try 15728880 in your param. BTW, I don't think using Tessellator to draw Entity is a good idea even though it's a lightweight solution to render...
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