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Mariobro85's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. While Fabulous graphics make the particles render behind stained glass and water, the particle rendering itself didn't change. I guess this is just how Minecraft handles particle transparency - at least the behaviour works well Thank you!
  2. @Override public IParticleRenderType getRenderType() { return IParticleRenderType.PARTICLE_SHEET_TRANSLUCENT; } It already is.
  3. Hello everyone, I just started modding with Forge and am currently working on custom particles. The particles themselves work perfectly, however, transparent particles make other particles behind them invisible. I know this issue is also present in Vanilla Minecraft and I was hoping that it could be eliminated with Forge since it makes particles with a lot of semi-transparent pixels ugly (as you can see in the attachment). This is the code I use for all my particles: public void renderParticle(IVertexBuilder buffer, ActiveRenderInfo renderInfo, float partialTicks) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.defaultAlphaFunc(); Vector3d vector3d = renderInfo.getProjectedView(); float f = (float)(MathHelper.lerp((double)partialTicks, this.prevPosX, this.posX) - vector3d.getX()); float g = (float)(MathHelper.lerp((double)partialTicks, this.prevPosY, this.posY) - vector3d.getY()); float h = (float)(MathHelper.lerp((double)partialTicks, this.prevPosZ, this.posZ) - vector3d.getZ()); Quaternion quaternion; if(this.particleAngle == 0.0F){ quaternion = renderInfo.getRotation(); } else{ quaternion = new Quaternion(renderInfo.getRotation()); float f3 = MathHelper.lerp(partialTicks, this.prevParticleAngle, this.particleAngle); quaternion.multiply(Vector3f.ZP.rotation(f3)); } Vector3f vector3f1 = new Vector3f(-1.0F, -1.0F, 0.0F); vector3f1.transform(quaternion); Vector3f[] avector3f = new Vector3f[]{new Vector3f(-1.0F, -1.0F, 0.0F), new Vector3f(-1.0F, 1.0F, 0.0F), new Vector3f(1.0F, 1.0F, 0.0F), new Vector3f(1.0F, -1.0F, 0.0F)}; float f4 = this.getScale(partialTicks); for(int i = 0; i < 4; ++i) { Vector3f vector3f = avector3f[i]; vector3f.transform(quaternion); vector3f.mul(f4); vector3f.add(f, g, h); } float f7 = this.getMinU(); float f8 = this.getMaxU(); float f5 = this.getMinV(); float f6 = this.getMaxV(); int j = this.getBrightnessForRender(partialTicks); buffer.pos((double)avector3f[0].getX(), (double)avector3f[0].getY(), (double)avector3f[0].getZ()).tex(f8, f6).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j).endVertex(); buffer.pos((double)avector3f[1].getX(), (double)avector3f[1].getY(), (double)avector3f[1].getZ()).tex(f8, f5).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j).endVertex(); buffer.pos((double)avector3f[2].getX(), (double)avector3f[2].getY(), (double)avector3f[2].getZ()).tex(f7, f5).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j).endVertex(); buffer.pos((double)avector3f[3].getX(), (double)avector3f[3].getY(), (double)avector3f[3].getZ()).tex(f7, f6).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j).endVertex(); RenderSystem.enableDepthTest(); RenderSystem.depthMask(true); } I tried the disableDepthTest() and depthMask(false) methods because they appearantly worked for an older version of Minecraft, but they have no effect in 1.16.5. The defaultAlphaFunc() method makes the texture look a bit smoother, but that's about it. I also played around with other methods of RenderSystem, but I just kept making it worse that it already is. Does anyone have a solution for this? Thanks in advance!
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