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Custom renderer dont work that good for me...
that is normal,for a lot of people p.s. if you see evrything-you not a man,you a computer/machine/robot =)
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Custom renderer dont work that good for me...
actually,nope? if i will comment ZNeg/ZPos render face in code: http://snag.gy/Sk1cM.jpg http://snag.gy/9zZmx.jpg hmmm,yeees,MC render engine "doing" that....or i'm crazy...or we do not understand one single <- google translator... p.s. you need to watch at glass and at my "block"
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Custom renderer dont work that good for me...
so are you want to say,what side can be "seen" only from one of the its "sides"?) What is a problem with rendering only- you will see it only from one side,let me explain what i mean...beacos i'm bad in englesh. ___ My block > | | < My block We will not see oposite side > |___| < If we are stading here,we will see that side soo,i need to render Z pos,and Z neg in one place at the same time...i think what will be easyer to me-just use pure OpenGL,and not MC's render engine....
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Custom renderer dont work that good for me...
X pos,and X neg sides dont render,but Z pos+Z neg sides work fine(X pos side-side that you can see from X+1 block,and it the nearest side) edit:forgot to add a screen shot: http://snag.gy/uVUnm.jpg
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Custom renderer dont work that good for me...
I just made a CustomBlockRenderer(ISimpleBlockRenderingHandler),beacos i want to make somting like vine,but it will be not based on metadata,but on the is there block or no.From my tryes,i did rendering just of 2 sides(Z pos and neg).But now,when i did add X pos and neg,it just dont want to work...just dont rendering them...at all...My render code: public class LightRenderer implements ISimpleBlockRenderingHandler { @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z,Block block, int modelId, RenderBlocks r) { float f19 = 0.1F; Tessellator tessellator = Tessellator.instance; // if (world.getBlockId(x+1, y, z)!=0) { tessellator.addTranslation(f19, 0.0F,0.0F); r.renderFaceXNeg(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); r.renderFaceXPos(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); tessellator.addTranslation(-f19, 0.0F,0.0F); // } // if (world.getBlockId(x-1, y, z)!=0) { tessellator.addTranslation(-f19+1, 0.0F,0.0F); r.renderFaceXNeg(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); r.renderFaceXPos(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); tessellator.addTranslation(f19-1, 0.0F,0.0F); // } // if (world.getBlockId(x, y, z-1)!=0) { tessellator.addTranslation(0.0f, 0.0f,f19); r.renderFaceZPos(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); r.renderFaceZNeg(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); tessellator.addTranslation(0.0f, 0.0f,-f19); // } // if (world.getBlockId(x, y, z+1)!=0) { tessellator.addTranslation(0.0f, 0.0f,-f19+1); r.renderFaceZPos(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); r.renderFaceZNeg(block, (double)x, (double)y, (double)z, r.getBlockIcon(block, r.blockAccess, x, y, z, 0)); tessellator.addTranslation(0.0f, 0.0f,f19-1); // } return true; } @Override public boolean shouldRender3DInInventory() { return false; } @Override public int getRenderId() { return ClientProxy.LightRenderID; } } All other code works fine(its registrading kk,and works all fine),but the render X pos+neg...its just dont wont to work...
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onNeighborBlockChange -> activate block
if you want,you can make TileEntity and save players username
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MC lagspike
lag spikes was before OptiFine too reason why i installed opti fine-lag spikes. HHD? heh lags is on server,not in SSP. lagspike is client side,not server side.Did you see java profiler data? what take the most of is rendering of mobs,and not anything else. please,next time when you will help read all.
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Recommended addition to EAQ - Avast can break Forge installer
i have Avast,i used installed 10-20 times,and all is ok.Hm,why? and second you problem,that is problem with you inet connection,i think.*going to download and see by myself*
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MC lagspike
hm,so what is up with that *stupid for some one,not me....who gets lags* MC?
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MC lagspike
http://snag.gy/yJtaN.jpg Or that me,or OpenGL is just crazy?
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MC lagspike
1.I dont have Forge MultiParts. 2.I installed it beacos of lag spikes. 3.It have only a few compatibility problems,mainly with custom render.
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MC lagspike
For some reason,my MC modpack just lags a few people a lot.First 3 minutes all is ok,but when 3 minutes past GL just goes craaaaazy in log. modList: http://snag.gy/VEI5D.jpg (dont care about mod with name B,its dont do anything at all....) log loading: http://pastebin.com/U8a55ne7 GL errors: http://pastebin.com/DNRkZ1w0
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How to make a block with more than 16 metadatas?
100+ subtypes = TileEntity.You have link for what TileEntity is.Sooooo, just click on it.
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Panoramic Images for blocks
he mean how to make stuff like Args magica does,render blocks in inventory. For Ben: itemRenderer.renderItemAndEffectIntoGUI(this.fontRenderer, this.mc.renderEngine, itemstack, l, i1); itemRenderer.renderItemOverlayIntoGUI(this.fontRenderer, this.mc.renderEngine, itemstack, l, i1); that is how render item,if you need
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Sending Strings properly with the packetHandler
for me,that works better. //reciving string int n=data.readInt(); for (int i=0;i<n;i++) name=name+data.readChar(); //sending string out.writeInt(name.length()); int n = name.length(); for (int i=0;i<n;i++) out.writeChar(name.charAt(i));
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