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CodecDev

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Everything posted by CodecDev

  1. Solved! Here is my solution: Create my own RenderType.CompositeRenderType that does what i need it to. First you will need to add an access transfomer in your build.gradle (https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/) and paste this there public net.minecraft.client.renderer.RenderType$CompositeRenderType public net.minecraft.client.renderer.RenderType m_173209_(Ljava/lang/String;Lcom/mojang/blaze3d/vertex/VertexFormat;Lcom/mojang/blaze3d/vertex/VertexFormat$Mode;ILnet/minecraft/client/renderer/RenderType$CompositeState;)Lnet/minecraft/client/renderer/RenderType$CompositeRenderType; # create public net.minecraft.client.renderer.RenderStateShard$LineStateShard after that you just create your own CompositeRenderType, here is the code for mine public static RenderType.CompositeRenderType myOutline = RenderType.CompositeRenderType.create("myLines", DefaultVertexFormat.POSITION_COLOR_NORMAL, VertexFormat.Mode.LINES, 256, RenderType.CompositeState.builder().setShaderState(new RenderStateShard.ShaderStateShard(GameRenderer::getRendertypeLinesShader)).setLineState(new RenderStateShard.LineStateShard(OptionalDouble.empty())).setLayeringState(new RenderStateShard.LayeringStateShard("view_offset_z_layering", () -> { PoseStack $$0 = RenderSystem.getModelViewStack(); $$0.pushPose(); $$0.scale(0.99975586F, 0.99975586F, 0.99975586F); RenderSystem.applyModelViewMatrix(); }, () -> { PoseStack $$0 = RenderSystem.getModelViewStack(); $$0.popPose(); RenderSystem.applyModelViewMatrix(); })).setTransparencyState(new RenderStateShard.TransparencyStateShard("translucent_transparency", () -> { RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); RenderSystem.disableDepthTest(); }, () -> { RenderSystem.disableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.enableDepthTest(); })).setOutputState(new RenderStateShard.OutputStateShard("item_entity_target", () -> { if (Minecraft.useShaderTransparency()) { Minecraft.getInstance().levelRenderer.getItemEntityTarget().bindWrite(false); } }, () -> { if (Minecraft.useShaderTransparency()) { Minecraft.getInstance().getMainRenderTarget().bindWrite(false); } })).setDepthTestState(new RenderStateShard.DepthTestStateShard("always", 519)).setWriteMaskState(new RenderStateShard.WriteMaskStateShard(true, false)).setCullState(new RenderStateShard.CullStateShard(false)).createCompositeState(false)); I hope this helped ๐Ÿ™ if you have any questions dm me on discord .ducklett
  2. I want to render shapes through blocks. I found this code in minecraft source public static void renderShape(PoseStack poseStack, VertexConsumer vertexConsumer, VoxelShape shape, double minX, double minY, double minZ, float red, float green, float blue, float alpha) { PoseStack.Pose pose = poseStack.last(); shape.forAllEdges((x1, y1, z1, x2, y2, z2) -> { float dx = (float)(x2 - x1); float dy = (float)(y2 - y1); float dz = (float)(z2 - z1); float length = Mth.sqrt(dx * dx + dy * dy + dz * dz); dx /= length; dy /= length; dz /= length; vertexConsumer.vertex(pose.pose(), (float)(x1 + minX), (float)(y1 + minY), (float)(z1 + minZ)).color(red, green, blue, alpha).normal(pose.normal(), dx, dy, dz).endVertex(); vertexConsumer.vertex(pose.pose(), (float)(x2 + minX), (float)(y2 + minY), (float)(z2 + minZ)).color(red, green, blue, alpha).normal(pose.normal(), dx, dy, dz).endVertex(); }); } that draws a rectangle around the block, but it is not visible through other blocks. Could someone point me in the right direction on how one renders things through blocks? Thanks in advance ๐Ÿ™

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