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XZelnar

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  1. Thanks! It helped! The function itself isn't exactly what I was looking for, but, modifying its code a bit helped.
  2. How do you make dynamic textures in 1.5? Not GIFs, not many-by-many image. A dynamic texture that converts 1024 byte array into an OGL texture. Once again, pre-made textures are not an option.
  3. OK, I think I figgured it out. GL11.glPushAttrib(GL11.GL_TEXTURE_BIT); //bind texture, draw, after finished GL11.glPopAttrib(); SanAndreasP, you kind of inspired it Thank you all for your help.
  4. That's for transformation matrix (translation, rotation, scale). Nevertheless, tried - didn't work.
  5. That's OK. I'm still glad there are people who are willing to help.
  6. I tried to bind them with Minecraft functions, but the result is the same.
  7. Not exactly. That's in GUI, not in custom block renderers. I had that too, but have already fixed it.
  8. Binding any textures in block custom renderers causes animations like lava, water, fire, etc. to flicker or even stop. Tried both minecraft and OpenGL ways with different parameters and combinations. Binding "/terrain.png" doesn't help. Custom renderer with a single line of rebinding GL11.glBindTexture(GL11.GL_TEXTURE_2D, GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D)); cause even more trouble. Made sure that texture and Tessellator parameters are the same before and after render - still nothing. Can anybody help?
  9. @diesieben07: Not if you sync them afterwards. I agree, using OGL sometimes may cause some bugs, but not if you know what you do. Besides, their new system broke everything in terms of rendering, and there's no guaranty it'll stay the way it is. IMO, in some way, OGL can be even better and more reliable (again, if you know what you're doing and sync everything afterwards).
  10. The method is func_98187_b. But I don't know if it'll work. What I did was before you bind new texture: int prevtext = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); And before you render text GL11.glBindTexture(GL11.GL_TEXTURE_2D, prevtext); Worked for me
  11. Thanks for your quick reply. I'll try this in the morning, although I'm not quite sure how to do that. Upd. 1: So I looked at TileEntitySign class and saw the method I was missing. Thanks a lot for your patience and sorry for the stupid question=)
  12. Forgot to mention: Forge version 4.0.0.204, Minecraft 1.3.2
  13. Hi, everyone! I'm writing a little mod which adds blocks of different shape to minecaft. Each block has a TileEntity, which stores its type and texture index. When I place such blocks, they look fine and work as they are supposed to. But when I relog to my world, the TileEntityes do not load properly. Through debugging I found out, that they ARE loading (readFormNBT is called), but then block doesn't seem to have it. It also doesn't output any errors neither in console, nor in MFL log. My assumption is that it is loaded on the server side, but not on the client side (because the class constructor is called twice, when readFromNBT is called only once). I've already tried to google the problem, but found nothing. What could be causing that and what should I do to fix it? P.S. Sorry for my bad english=)
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