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byxiaobai_

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Everything posted by byxiaobai_

  1. It's so difficult for me.😁
  2. In addition, what's the name of OpenGlHelper in 1.16? I can't find it.
  3. Is there any tutorial on modern rendering techniques?
  4. I am trying to make my mod support Armourers-Workshop's skin (.armourer). package moe.plushie.armourers_workshop.client.render; import java.util.concurrent.atomic.AtomicInteger; import org.lwjgl.opengl.GL11; import net.minecraft.client.renderer.GLAllocation; public class DisplayList { private static AtomicInteger LIST_COUNT = new AtomicInteger(0); private int list; private boolean compiled = false; public static int getListCount() { return LIST_COUNT.get(); } public void begin() { if (compiled) { cleanup(); } list = GLAllocation.generateDisplayLists(1);//TODO ? LIST_COUNT.incrementAndGet(); GL11.glNewList(list, GL11.GL_COMPILE); } public boolean isCompiled() { return compiled; } public void end() { GL11.glEndList(); compiled = true; } public void render() { if (compiled) { GL11.glCallList(list); } } public void cleanup() { GLAllocation.deleteDisplayLists(list);//TODO ? LIST_COUNT.decrementAndGet(); compiled = false; } @Override protected void finalize() throws Throwable { if (compiled) { cleanup(); } super.finalize(); } }
  5. There is a method on 1.12: GLAllocation.generateDisplayLists(). What was it replaced in 1.16?
  6. package moe.plushie.armourers_workshop.client.model.armourer; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.model.ModelRenderer; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import org.lwjgl.opengl.GL11; @OnlyIn(Dist.CLIENT) public class ModelHead extends ModelBase { public static final ModelHead MODEL = new ModelHead(); private ModelRenderer main; private ModelRenderer overlay; public ModelHead() { main = new ModelRenderer(this, 0, 0); main.addBox(-4F, -8F, -4F, 8, 8, 8); main.setRotationPoint(0, 0, 0); overlay = new ModelRenderer(this, 32, 0); overlay.addBox(-4F, -8F, -4F, 8, 8, 8, 0.5F); overlay.setRotationPoint(0F, 0F, 0F); overlay.setTextureSize(64, 32); } public void render(float scale, boolean showOverlay) { main.render(scale); if (showOverlay) { GL11.glDisable(GL11.GL_CULL_FACE); overlay.render(scale); GL11.glEnable(GL11.GL_CULL_FACE); } } } ModelBase seems to be replaced with EntityModel<T>, but I don’t know how to use it😵
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