Jump to content

MitchB

Members
  • Posts

    21
  • Joined

  • Last visited

MitchB's Achievements

Tree Puncher

Tree Puncher (2/8)

1

Reputation

  1. Just encase anyone stumbles upon this later, I downloaded lwgl 2.9.4 (Same version that's in the build path for my project) and extracted it to a 'lwgl' folder in my project. I then added -Djava.library.path=/path/to/extracted/zip to my run configurations, and it's now working as intended. I must have another version of LWGL somewhere it found/was using.
  2. I already translate to the xyz params - still doesn't work. I'll take a look at that DebugRenderChunkBorder thing see if I can get it from there.
  3. @Matryoshika Implemented that (pretty much exactly as written) but swapped out the PseudoPoint list for BlockPos as it's handled the same way. What should this list contain exactly? The points to draw the line between? If so, still isn't working for me. It must be my implementation somewhere. Do you have any suggestions?
  4. Bump
  5. I've been trying to render a border on a chunk - I'm using RenderGlobal#drawSelectionBoundingBox to try to achieve this, but it's not working as intended (Can't actually see the box). Code is as follows - The AABB min and max positions are correct (the lower and upper boundaries of the chunk) but presumably I'm missing something stupid here. Can anyone point me in the right direction? public void renderChunkBorder(TileEntityElemental te){ GlStateManager.pushMatrix(); { GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.glLineWidth(2.0F); GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); Chunk c = te.getWorld().getChunkFromBlockCoords(te.getPos()); AxisAlignedBB chunk = new AxisAlignedBB(c.getPos().getXStart(), 0, c.getPos().getZStart(), c.getPos().getXEnd(), 255, c.getPos().getZEnd()); RenderGlobal.drawSelectionBoundingBox(chunk, 1f, 0f, 1f, 0.5f); GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); } GlStateManager.popMatrix(); } Edit: Calling this in a TESR.
  6. Yeah it was just an extra step to my laziness (Having to install a new version). I'll go with Qubble though. Thanks!
  7. Both seem to be outdated
  8. Howdy, I'm trying to create a custom armour model - I've got the implementation sorted, but, I need to actually create the model. From what I can tell, Techne has been discontinued, and there's no real replacement as of yet (Not that Techne was fantastic anyway). Does anyone know of a model creator for entities/armour? (Yes I'm lazy and want a GUI). Any suggestions would be appreciated.
  9. @Choonster Model JSON (Long): http://pastebin.com/42Uunai5 // When rendered: http://prntscr.com/ef7cg1 There should be a coloured sphere within that transparent sphere. It's simply not rendering. As I said, it renders in the model creator (Using Cubik)
  10. I have a custom model that I'm using for an item. It doesn't seem to load properly in game, even though it looks perfectly fine in the model creator. The issue is that I have a solid, coloured shape inside a semi transparent cube - the semi transparent bit works just fine, but the coloured shape doesn't render. Do I need to be rendering this in a special way? I've tried moving the textures from two files into one etc, but still no success. Has anyone managed to do this before? If so, how? Thanks in advance.
  11. Regardless, updating drivers didn't seem to work either. Thanks for the suggestion, though.
  12. Wasn't what already fixed?
  13. Still having this issue, does anyone have a solution?
  14. No worries, thanks anyway.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.