Make sure that you are not re-initialising the tesselator for every triangle drawn, you can init it at the start of the whole draw process and close it at the end for better performance
If you do use blender you'll have to make sure you force triangulation on export and edit (delete) the object line headers (o ... lines) before using them
To further this. We are currently about to release our 1.7 version and are going to have to break compatibility with the biome tag system which we are loathe to do but it doesn't have enough flexibility as it currently sits. Even with the 1.6 system, a 2-tag identifying structure wasn't enough to be able to distiinguish between taiga and taiga hills so I'd love it if forge moved to a 3 tag system and applied it to the 1.7 biome list. Would this be possible?
I do this with pixelmon. Here's some code from my render class for my tileEntity which has an item rendered spinning inside it:
GL11.glRotatef(-1*tile.timer/1.5f * 57.296f, 0.0F, 1.0F, 0.0F);
((RenderItem) RenderManager.instance.getEntityClassRenderObject(EntityItem.class)).doRenderItem(uncoveredEntity, 0, 1.8, 0, tile.timer / 1.5f, 0);
GL11.glRotatef(tile.timer/1.5f * 57.296f, 0.0F, 1.0F, 0.0F);
The obj model loader has issues with some versions of obj files. However the report there does tell you exactly what the issue is. If you change that erroring line (line 4) from
o ShapeIndexedFaceSet.652_ShapeIndexedFaceSet.653', line 4
to
o shape652
it will compile past that line. There may be a few more errors to fix up in a similar way later on in the file though
I'm also interested in this but I'm not sure whereabouts the hook should point to. There are heaps of ways of going about it but I'm not sure what is best. Any ideas? I'm happy to do the coding for it when that is decided
Would really like it if I could get access to a couple of methods in a future update of forge. The methods are getChunkWatchers and getChunkWatchersWithPlayers from the bottom of PlayerManager.java
We are looking to add an sqlite jdbc library. We are now running into issues as packaging it in the zip which works fine for windows users doesn't work for mac users. Is there a way of making sure this lib gets added to the classpath?
Turns out that for some people, putting the library inside our mod's zip isn't working, they aren't a majority but it's happening. However, putting the external library anywhere else is still not working. Minecraft isn't picking it up and the game is crashing.
I have a class check on load which looks to see if the classes from that library are available. In 1.2.5 this would work every time if the library was in the mods directory alongside the mod but now in 1.3.2 no matter where I put it it doesn't get linked in. I have tried every conceivable location. The mod just spits out the error on the class check that it couldn't find the library