Everything posted by proudmoorn
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[1.12]Changing Color of Model Dynamically
Sorry! I thought I did! I do want it to be a continuous. Can you recommend an alternative method to look at for rendering? (I don't need examples, just a general gist will be enough)
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[1.12]Changing Color of Model Dynamically
Biome, type of item used to cause it to explode, how far along in the Exploding process it is.
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[1.12]Changing Color of Model Dynamically
The colors are dynamic though. So I'd have to define a state for every possible color combination that I want to implement, no?
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[1.12]Changing Color of Model Dynamically
Once per lifetime of the block (which is destroyed after the process)
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[1.12]Changing Color of Model Dynamically
The process is fairly fast. The leaves go to black, and from black to color in 2 seconds (or so)
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[1.12]Changing Color of Model Dynamically
Hello, I'm attempting to change the color of a block (of leaves) dynamically based on how close they are to the end of a progress. I get the model of the leaf to render, but it always renders in greyscale, no matter how I try to modify the color. I've attached my TileEntityRenderer's render function, along with a lot of the debug code I've attempted. Color output looks like this: Color:-4665437 R:0.72156864 G:0.8117647 B:0.6392157 Any help is appreciated. @Override public void render(TileExplosiveLeaves te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) { GlStateManager.pushMatrix(); GlStateManager.enableRescaleNormal(); RenderHelper.disableStandardItemLighting(); GlStateManager.enableColorMaterial(); int color = te.getColor().toInt(); float colorRed = (float) (color >> 16 & 255) / 255.0F; float colorGreen = (float) (color >> 8 & 255) / 255.0F; float colorBlue = (float) (color & 255) / 255.0F; float colorAlpha = (float) (color >> 24 & 255) / 255.0F; System.out.println("Color:" + color + " R:" + colorRed + " G:" + colorGreen + " B:" + colorBlue); // GlStateManager.resetColor(); // GL11.glColor3f(color.r, color.g, color.b); // GL11. GlStateManager.enableBlend(); // GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); World world = te.getWorld(); bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Tessellator tessellator = Tessellator.getInstance(); tessellator.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); tessellator.getBuffer().color(colorRed, colorGreen, colorBlue, colorAlpha); Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModel( world, Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(te.getLeafBlock()), world.getBlockState(te.getPos()), te.getPos(), Tessellator.getInstance().getBuffer(), false); tessellator.draw(); // RenderHelper.enableStandardItemLighting(); // GlStateManager.enableLighting(); GlStateManager.popMatrix(); GlStateManager.disableBlend();
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