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[1.15.2] Custom Rendered Quads Not Layering With Clouds Properly


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Posted (edited)

2021-05-03_20_59.36_small.thumb.png.2aae2a7eece7b4bcdf20a07d9317342a.png

 

Note the clouds being rendered in front of the beam texture.

I am accomplishing this by extending RenderType to add my own static RenderType provider method:

public static RenderType getBeam(ResourceLocation locationIn) {
        RenderState.TextureState renderstate$texturestate = new RenderState.TextureState(locationIn, false, false);
        return RenderType.makeType("beam", DefaultVertexFormats.ENTITY, 7, 256, false, true,
                RenderType.State
                        .getBuilder()
                        .texture(renderstate$texturestate)
                        .transparency(LIGHTNING_TRANSPARENCY)
                        .writeMask(COLOR_WRITE)
                        .fog(BLACK_FOG)
                        .cull(CULL_DISABLED)
                        .build(false));
}

 

Is there a way to get around this? Or should I just not be rendering translucent things willy nilly?

Edited by Woodside
clarification of issue in title
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Actually it does not seem to have to do with the RenderType being transparent as even a fully opaque vanilla one still has clouds on top.

 

Here's the EntityRenderer class:

public class BeamAttackRenderer extends EntityRenderer<BeamAttackEntity>
{
    public static final ResourceLocation BEAM_TEXTURE = new ResourceLocation(CelticShift.MOD_ID, "textures/entity/lightning_beam.png");
    private static final RenderType BEAM_RENDERTYPE = ModRenderType.getEntityNoOutline(BEAM_TEXTURE);

    public BeamAttackRenderer(EntityRendererManager renderManager) {
        super(renderManager);
    }

    @Override
    public ResourceLocation getEntityTexture(BeamAttackEntity entity) {
        return BEAM_TEXTURE;
    }

    @Override
    public void render(BeamAttackEntity entityIn, float entityYaw, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn) {
        super.render(entityIn, entityYaw, partialTicks, matrixStackIn, bufferIn, packedLightIn);

        if (entityIn.getLifeTicksRemaining() > 0) {
            matrixStackIn.push();
            float f6 = (float)(entityIn.getTo().getX() - entityIn.getPosX());
            float f8 = (float)(entityIn.getTo().getY() - entityIn.getPosY());
            float f9 = (float)(entityIn.getTo().getZ() - entityIn.getPosZ());
            func_229059_a_(f6, f8, f9, partialTicks, entityIn.ticksExisted, matrixStackIn, bufferIn, packedLightIn);
            matrixStackIn.pop();
        }
    }

    public static void func_229059_a_(float X, float Y, float Z, float partialTicks, int lifeTicks, MatrixStack matrixStackIn, IRenderTypeBuffer renderTypeBuffer, int packedLight) {
        float f = MathHelper.sqrt(X * X + Z * Z);
        float length = MathHelper.sqrt(X * X + Y * Y + Z * Z);
        matrixStackIn.push();
        matrixStackIn.translate(0.0D, 2.0D, 0.0D);
        matrixStackIn.rotate(Vector3f.YP.rotation((float)(-Math.atan2(Z, X)) - ((float)Math.PI / 2F)));
        matrixStackIn.rotate(Vector3f.XP.rotation((float)(-Math.atan2(f, Y)) - ((float)Math.PI / 2F)));
        IVertexBuilder ivertexbuilder = renderTypeBuffer.getBuffer(BEAM_RENDERTYPE);
        float texBase = ((float)lifeTicks + partialTicks) * -0.1F;
        float texLength = length / 16.0F + texBase;
        float sqrt2_2 = (float)Math.sqrt(2.d)/2.f;
        MatrixStack.Entry matrixstack$entry = matrixStackIn.getLast();
        Matrix4f matrix4f = matrixstack$entry.getMatrix();
        Matrix3f matrix3f = matrixstack$entry.getNormal();

        ivertexbuilder
                .pos(matrix4f, sqrt2_2, sqrt2_2, 0.0f)
                .color(255, 255, 255, 255)
                .tex(0.0f, texBase)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, sqrt2_2, sqrt2_2, length)
                .color(255, 255, 255, 255)
                .tex(0.0f, texLength)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, -sqrt2_2, -sqrt2_2, length)
                .color(255, 255, 255, 255)
                .tex(1.0f, texLength)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, -sqrt2_2, -sqrt2_2, 0.0f)
                .color(255, 255, 255, 255)
                .tex(1.0f, texBase)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();

        ivertexbuilder
                .pos(matrix4f, -sqrt2_2, sqrt2_2, 0.0f)
                .color(255, 255, 255, 255)
                .tex(0.0f, texBase)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, -sqrt2_2, sqrt2_2, length)
                .color(255, 255, 255, 255)
                .tex(0.0f, texLength)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, sqrt2_2, -sqrt2_2, length)
                .color(255, 255, 255, 255)
                .tex(1.0f, texLength)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();
        ivertexbuilder
                .pos(matrix4f, sqrt2_2, -sqrt2_2, 0.0f)
                .color(255, 255, 255, 255)
                .tex(1.0f, texBase)
                .overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(packedLight)
                .normal(matrix3f, 0.0F, -1.0F, 0.0F).endVertex();

        matrixStackIn.pop();
    }
}

 

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  • Woodside changed the title to [1.15.2] Custom Rendered Quads Not Layering With Clouds Properly

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