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Thank's it works! Awesome!
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Thanks for the fast reply! I tried to disable it but nothing changes GlStateManager.pushMatrix(); GL11.glDisable(GL11.GL_LIGHTING); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + (float)maxV), 0).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + (float)maxV), 0).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + 0.0F), 0).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + 0.0F), 0).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex(); tessellator.draw(); GlStateManager.popMatrix();
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Hi, I'm trying to render a texture in a gui. I'm using the following method and everything renders just fine, but the texture is really dark. The lighting is not correct. Is there a way to fix this? Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + (float)maxV), 0).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + (float)maxV), 0).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + 0.0F), 0).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex(); vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + 0.0F), 0).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex(); tessellator.draw(); Any help / information is appreciated.
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Ah, OK thanks
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I'm not really understanding why in the class "BlockFurnace", in the method "public static void setState(boolean active, World worldIn, BlockPos pos)" the method "worldIn.setBlockState(...)" is called twice. if (active) { worldIn.setBlockState(pos, Blocks.LIT_FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); worldIn.setBlockState(pos, Blocks.LIT_FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); } Whole method: public static void setState(boolean active, World worldIn, BlockPos pos) { IBlockState iblockstate = worldIn.getBlockState(pos); TileEntity tileentity = worldIn.getTileEntity(pos); keepInventory = true; if (active) { worldIn.setBlockState(pos, Blocks.LIT_FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); worldIn.setBlockState(pos, Blocks.LIT_FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); } else { worldIn.setBlockState(pos, Blocks.FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); worldIn.setBlockState(pos, Blocks.FURNACE.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3); } keepInventory = false; if (tileentity != null) { tileentity.validate(); worldIn.setTileEntity(pos, tileentity); } } Any help / information is appreciated.
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Thank's it works! Awesome!
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I'm trying to return an itemBlock for a specific block and it's TileEntity. I want to store the data from the TileEntity on the itemBlock. I'm trying to use the "getDrops" method from the Block class and override it. But when ever I try to get the TileEntity with :"TileEntity tE = world.getTileEntity(pos);" it returns null. It looks like the TileEntity got already removed from the world when the "getDrops" method is called. Is there a way to get the TileEntity? Or is there an other way to do this? Any help is appreciated.