-
Render chunks to other frame buffer
Still no ideas?
-
Confused in Coding the Key binding.
use ClientRegistry.registerKeyBinding and InputEvent.KeyInputEvent
-
Render chunks to other frame buffer
I am not sure I understand.
-
Custom Font and Style
Are you sure? Try scaling it more (e.g 5 times). Also, scale the coordinates as well, so it does not translate.
-
Custom Font and Style
try learning how these work. I recommend learnopengl.com. Stop at the advanced section, you probably won't need it. A little basic math might also help (see matrices).
-
Custom Font and Style
you pretty much destroyed the matrix stack by scaling there. do a matrixStack.pushPose() then scale and draw, then popPose(). Additionally, you might want to translate it after scaling. You might need to offset the text based on the way scaling works.
-
Custom Font and Style
the scaling should work. Could you show the previous scaling code?
-
i am following a tutorial but something is not working
Could you explain the issue better? We are not going to understand anything if you only tell us that you followed a tutorial but something's not working.
-
Render chunks to other frame buffer
Any ideas?
-
Rotate a block by degree/radian per tick
You want a tile entity. You cannot have rotating block collisions for it, though.
-
Render chunks to other frame buffer
I want to render chunks/blocks (in the future, entities and such) to another framebuffer, to add some more advanced effects to them by using my own shaders for rendering. I will be using the RenderLevelLastEvent. I find the vanilla code difficult to follow, even after hours of reading. I only need to extract the rendering code for chunks, and the matrix required to project it properly in my shader, and maybe the textures. It would take me a long time to get it to work. Does anyone know how to do this? I am using 1.18
-
Multiple pipes same volume like extra utilities 2
I want to make my transfer nodes be able to occupy the same block volume, just like extra utilities 2 did in 1.12. The nodes also use tile entities to search and register themselves into the pipe network, and to store data and animate. I am using 1.18.
-
Sync blockstate
the logic I am referring to gets the Directions where other pipes that can be connected are. To set the right values in the block state, I would have to move that logic out of the tile entity so i can use it from the block. Preferably, I should move it to the block class. Is that correct?
-
Sync blockstate
I.e i have to move that logic out of the tile entity because the tile entity has not been placed yet when getStateForPlacement is being called.
-
Sync blockstate
That sucks. I have some logic on the tile entity that will be used to get those values. Do I really have to move that logic out of the tile entity? I assume the tile entity is placed after that method.
IPS spam blocked by CleanTalk.