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[1.6.2 & 1.5.2] Block in GUI to dark


Rheel

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So, I've recently made a GUI that contains some itemstack rendering in it (no GuiContainer, I couldn't use that for this case since I didn't want the items to be in a slot). The items render just fine, but the blocks seem to be about 50% to dark. I've tried disabling the lightning with GL11, but that doesn't help. Is there any way I could fix this? (I am probably just derping, but I really cannot find the problem)

 

Code for ItemStack rendering:

private void drawItemStack(StackWithPos stack, Minecraft mc, boolean remote, int xStart, int yStart)
{
if (stack != null && stack.item != null)
{
	GL11.glPushMatrix();
	this.zLevel = 50.0F;
	this.itemRenderer.zLevel = 50.0F;

	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

	RenderHelper.enableGUIStandardItemLighting();

	GL11.glEnable(GL11.GL_DEPTH_TEST);

	if (remote)
	{
		this.itemRenderer.renderItemAndEffectIntoGUI(this.fontRenderer, mc.renderEngine, stack.item, stack.x + xStart, stack.y + yStart);
	}
	else
	{
		this.itemRenderer.renderItemAndEffectIntoGUI(this.fontRenderer, mc.renderEngine, stack.item, stack.x + 100 + xStart, stack.y + yStart + 46);
	}

	RenderHelper.disableStandardItemLighting();

	this.itemRenderer.zLevel = 0.0F;
	this.zLevel = 0.0F;
	GL11.glPopMatrix();
}
}

mca.png
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Try putting the disable lighting call above the render call..?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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I did that already, doesn't work unfortunately.

 

Worth checking.  It felt obvious, but I'm not actually surprised that it didn't work (rendering does that: seemingly meaningful changes do nothing and seemingly meaningless ones cause LSD).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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  • 3 weeks later...

I have the same problem. Made me a CustomChest class (defining, creating, handling and rendering 5 types of chests). The ItemRenderer renders my chests properly. But all items (block-type) that are rendered "after" any of these custom chests are darkened about 50% (as it is for you). Whenever none of these chests are rendered (i.e. not in my inventory or hotbar) then other blocks are rendered as normal again.

 

I've looked around for hours for a solution.... but nothing. Some openGL parameter seems to not change/restore after rendering of the chests is done.

 

So I guess I just wanted to "raise a hand" and show that there are others who have same/similar problems. So please if anyone knows a fix to this, share it with us!

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hey guys, i THINK this might have to do with the fact that (i know its goign to be weird) that your block doesnt override the method

 

public boolean isOpaqueCube()
{
   return false;
}

 

try it and if thats not it i will provide more support, i clearly remember that one of my menu was too dark but im not sure how i fixed it

:)

 

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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  • 2 months later...

hey guys, i THINK this might have to do with the fact that (i know its goign to be weird) that your block doesnt override the method

 

public boolean isOpaqueCube()
{
   return false;
}

 

try it and if thats not it i will provide more support, i clearly remember that one of my menu was too dark but im not sure how i fixed it

:)

 

Hey hydroflame. Thanks for answering!

 

Unfortunately this did not help. The method isOpaqueCube() relates to rendering blocks in the world. Our problem relates to blocks (the CustomChest in my case) that are rendered as an item in an inventory.

 

It must be something in the RenderItem (or perhaps RenderBlock) class that needs to be changed or added. But I do not know how to override stuff in those classes.

Its very confusing since my CustomChest is just copy-and-paste from the vanilla BlockChest, and I can't find where the rendering (as inventory items) of my chests differ from the vanilla chest. I have the same renderType (22). Could it have something to do with the ChestItemRenderHelper class?

 

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If this is inside the GUI window or with the item renderer:

have you tried using the GL11.glDisable to disable lightning calculations?

 

And how do I disable lightning calculations? (I'm not much of a pro in openGL)

 

Btw. Here is the code for my renderTileEntityCustomChestAt :

 

 

    /**
     * Renders the TileEntity for the chest at a position.
     */
    public void renderTileEntityCustomChestAt(TileEntityCustomChest par1TileEntityChest, double par2, double par4, double par6, float par8)
    {
        int i;

        if (!par1TileEntityChest.hasWorldObj())
        {
            i = 0; // Render as inventory item (tileEntity has no world object)
        }
        else
        {
            Block block = par1TileEntityChest.getBlockType();
            i = par1TileEntityChest.getBlockMetadata();

            if (block instanceof BlockCustomChest && i == 0)
            {
                i = par1TileEntityChest.getBlockMetadata();
            }

        }

        ModelChest modelchest = this.chestModel;

        switch(par1TileEntityChest.chestTypeID){
        	case 508: // COPPER CHEST
                if (par1TileEntityChest.func_98041_l() == 1)
                	{this.func_110628_a(rloc_copper_trapped);}
                else
                	{this.func_110628_a(rloc_copper_normal);}
        		break;
        	case 509: // SILVER CHEST
        		if (par1TileEntityChest.func_98041_l() == 1)
            		{this.func_110628_a(rloc_silver_trapped);}
            else
            	{this.func_110628_a(rloc_silver_normal);}
    		break;
        	case 510: // GOLD CHEST
        		if (par1TileEntityChest.func_98041_l() == 1)
            		{this.func_110628_a(rloc_gold_trapped);}
            else
            	{this.func_110628_a(rloc_gold_normal);}
    		break;
        	case 511: // DIAMOND CHEST
        		if (par1TileEntityChest.func_98041_l() == 1)
            		{this.func_110628_a(rloc_diamond_trapped);}
            else
            	{this.func_110628_a(rloc_diamond_normal);}
    		break;
        	case 549: // BAMBOO CHEST
        		if (par1TileEntityChest.func_98041_l() == 1)
            		{this.func_110628_a(rloc_bamboo_trapped);}
            else
            	{this.func_110628_a(rloc_bamboo_normal);}
    		break;
        	default: // IRON CHEST
                if (par1TileEntityChest.func_98041_l() == 1)
                	{this.func_110628_a(rloc_iron_trapped);}
                else
                	{this.func_110628_a(rloc_iron_normal);}
                break;
        }

        GL11.glPushMatrix();
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glTranslatef((float)par2, (float)par4 + 1.0F, (float)par6 + 1.0F);
        GL11.glScalef(1.0F, -1.0F, -1.0F);
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        short short1 = -90;

        if (i == 2)
        {
            short1 = 180;
        }

        if (i == 3)
        {
            short1 = 0;
        }

        if (i == 4)
        {
            short1 = 90;
        }

        if (i == 5)
        {
            short1 = -90;
        }

        GL11.glRotatef((float)short1, 0.0F, 1.0F, 0.0F);
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
        float f1 = par1TileEntityChest.prevLidAngle + (par1TileEntityChest.lidAngle - par1TileEntityChest.prevLidAngle) * par8;
        f1 = 1.0F - f1;
        f1 = 1.0F - f1 * f1 * f1;
        modelchest.chestLid.rotateAngleX = -(f1 * (float)Math.PI / 2.0F);
        modelchest.renderAll();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        
    }

 

 

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So I tried GL11.glDisable(GL11.GL_LIGHTING);

 

Made my chest render without any shadows. But still, all other blocks in the inventory (that are rendered after the chest) were shaded.

 

Does anyone know what renderBlocks.useInventoryTint is used for? I'm suspecting it has something to do with that, but I can't get my head around what it is used for, or how it works.

 

Or perhaps it's something weird with the renderHelper?

 

ItemCustomChestRenderer

 

 

package fcraft.client;

import fcraft.tileentity.TileEntityCustomChest;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;

public class ItemCustomChestRenderer implements IItemRenderer {

private ModelChest chestModel;
public int chestID;
static final boolean testflagColour = true;

public ItemCustomChestRenderer(int id){

	chestModel = new ModelChest();
	chestID = id;
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	switch (type) {
        case ENTITY:
        case EQUIPPED:
        case EQUIPPED_FIRST_PERSON:
        case INVENTORY:
        	return true;
        default:
        	return false;
    }
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
	switch (type) {
      case ENTITY: {
        return (helper == ItemRendererHelper.ENTITY_BOBBING ||
                helper == ItemRendererHelper.ENTITY_ROTATION ||
                helper == ItemRendererHelper.BLOCK_3D);
      }
      case EQUIPPED: {
        return (helper == ItemRendererHelper.BLOCK_3D ||
                helper == ItemRendererHelper.EQUIPPED_BLOCK);
      }
      case EQUIPPED_FIRST_PERSON: {
        return (helper == ItemRendererHelper.EQUIPPED_BLOCK);
      }
      case INVENTORY: {
        return (helper == ItemRendererHelper.INVENTORY_BLOCK);
      }
      default: {
        return false;
      }
    }
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {	
	TileEntityRenderer.instance.renderTileEntityAt(new TileEntityCustomChest(this.chestID, -1), 0.0D, -0.1D, 0.0D, 1.0F);
}

}

 

 

 

 

 

 

 

 

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