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Kremnari

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Everything posted by Kremnari

  1. Good day. I'm using drawIcon.renderItemAndEffectIntoGUI(client.fontRenderer, client.renderEngine, item, left, top); to render a series of items, and all of them render fine, except for chests (reg, trapped, ender). The chests render as a cube of mixed textures from the stitcher. It looks like . Is there a special handling for these? I know that chests display an opening animation. Thanks! Kremnari
  2. Recipes are where I'm working right now, and why I started thinking about this. You're right that recipes is really the only place this would have any affect, but that is the same for OreDict entries in general. Single return values could just focus on index 0, and display could easily be rotated (like nei) through ItemOreDict.getIconIndex() overwrite just by changing the return value. I thought this would only affect the backend development. Since you've thought about this before, then I shall accept your wisdom in this matter. Kremnari P.S. I was going to send my use case back channel, but I can't pm you. Part of my mod displays recipes and it would be of benefit not to have to deal with an array of objects and check each one to cast and process.
  3. Greetings forge Dev team. It seems that there would be benefit to being able to refer to Ore Dictionary Entries as ItemStacks. Both OreRecipe classes could be merged, while enabling the Ore-ItemStacks to be referenced in code the same way as other itemstacks. It seems only a few classes would need to be modified, mostly ItemStack to provide for the lookups, but in most of those cases we're looking to see if one ItemStack would be a member of the OreDict Has any thought been given to this? Thanks Kremnari ItemOreDict class - could be used to furnish the required functions with code changes (like getIconIndex) to support the transparency. ItemDamage can be used to store the oreID. ItemStack - would need some changes such as areItemStacksEqual (to use a lookup if item is of class ItemOreDict). Recipe classes - would need to be modified to use areItemStacksEqual as opposed to handling that code themselves. OreDict - would again need some similar code.
  4. Almost right. The blocks were being rendered with the GL_LIGHTING enabled (somewhere), but it was still looking for some var that was probably null. Running GL11.glDisable(GL11.GL_Lighting) fixed it, telling the renderer to not use lighting calculations. Thanks for helping me with the right command! Kremnari
  5. I've been working on an item panel (similar to ChickenBones') but when I use renderItemIntoGUI, any item of class ItemBlock (or subbed) renders dark (there is color). It looks like the light level isn't set. It also "messes up" the drawing for any controls afterwards in my guiscreen's draw function. I'm using drawIcon.renderItemIntoGUI(client.fontRenderer, client.renderEngine, item, left, top); drawIcon is a renderItem item is an itemStack If I need more code let me know. Thanks for your help! Kremnari
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