Following the blaster tutorial but having issues with my projectiles.
They disappear depending on the angle I shoot them at. Generally looking up at them they are view-able and when I angle down they pixelate and disappear.
Anyone knows where I should look to debug this?
package com.example.examplemod.renders;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import com.example.examplemod.entities.BlasterPistolBolt;
public class RenderPlasmaBolt extends Render
{
private int count =0;
public RenderPlasmaBolt(){
count =0;
}
public void doRenderPlasmaBolt(BlasterPistolBolt par1EntityArrow, double entityX, double entityY, double entityZ, float heading, float par9)
{
System.out.println("count:"+ count++);
System.out.println( "x:"+ entityX + " y:"+ entityY +" z:"+ entityZ+" u:"+heading+ " v:"+ par9);
GL11.glPushMatrix();
GL11.glTranslatef((float)entityX, (float)entityY, (float)(entityZ+.01));
GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
// GL11.glDisable(GL11.GL_LIGHTING);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
// float f2 = 0.0F;
// float f3 = 0.5F;
// float f4 = (float)(0 + b0 * 10) / 32.0F;
// float f5 = (float)(5 + b0 * 10) / 32.0F;
// float f6 = 0.0F;
// float f7 = 0.15625F;
// float f8 = (float)(5 + b0 * 10) / 32.0F;
// float f9 = (float)(10 + b0 * 10) / 32.0F;
float f10 = 0.05625F;
// GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float f11 = (float)0 - par9;
// if (f11 > 0.0F)
// {
// float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
// GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
// }
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(f10, f10, f10);
GL11.glTranslatef(-4.0F, 0.0F, 1.3F);
GL11.glNormal3f(f10, 0.0F, 0.0F);
GL11.glDisable(GL11.GL_LIGHTING);
tessellator.startDrawingQuads();
tessellator.setColorRGBA(220, 10, 10, 220);
tessellator.addVertex(-10.0D, -2.0D, -2.0D);
tessellator.addVertex(-7.0D, -2.0D, 2.0D);
tessellator.addVertex(-7.0D, 2.0D, 2.0D);
tessellator.addVertex(-7.0D, 2.0D, -2.0D);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorRGBA(10, 220, 10, 220);
tessellator.addVertex(-7.0D, 2.0D, -2.0D);
tessellator.addVertex(-7.0D, 2.0D, 2.0D);
tessellator.addVertex(-7.0D, -2.0D, 2.0D);
tessellator.addVertex(-7.0D, -2.0D, -2.0D);
GL11.glNormal3f(-f10, 0.0F, 0.0F);
tessellator.draw();
for (int i = 0; i < 8; ++i)
{
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f10);
GL11.glDisable(GL11.GL_LIGHTING);
tessellator.startDrawingQuads();
tessellator.setColorRGBA(10, 10, 220, 220);
tessellator.addVertex(-8.0D, -2.0D, 0.0D);
tessellator.addVertex(8.0D, -2.0D, 0.0D);
tessellator.addVertex(8.0D, 2.0D, 0.0D);
tessellator.addVertex(-8.0D, 2.0D, 0.0D);
tessellator.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopMatrix();
}
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.doRenderPlasmaBolt((BlasterPistolBolt)par1Entity, par2, par4, par6, par8, par9);
}
@Override
protected ResourceLocation getEntityTexture(Entity entity) {
// TODO Auto-generated method stub
return null;
}
}