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How to use GLAllocation.generateDisplayLists on 1.16?


byxiaobai_

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35 minutes ago, diesieben07 said:

Why are you calling this method? What is your goal?

I am trying to make my mod support Armourers-Workshop's  skin (.armourer).

package moe.plushie.armourers_workshop.client.render;

import java.util.concurrent.atomic.AtomicInteger;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.renderer.GLAllocation;

public class DisplayList {
    
    private static AtomicInteger LIST_COUNT = new AtomicInteger(0);
    private int list; 
    private boolean compiled = false;
    
    public static int getListCount() {
        return LIST_COUNT.get();
    }
    
    public void begin() {
        if (compiled) {
            cleanup();
        }
        list = GLAllocation.generateDisplayLists(1);//TODO ?
        LIST_COUNT.incrementAndGet();
        GL11.glNewList(list, GL11.GL_COMPILE);
    }
    
    public boolean isCompiled() {
        return compiled;
    }
    
    public void end() {
        GL11.glEndList();
        compiled = true;
    }
    
    public void render() {
        if (compiled) {
            GL11.glCallList(list);
        }
    }
    
    public void cleanup() {
        GLAllocation.deleteDisplayLists(list);//TODO ?
        LIST_COUNT.decrementAndGet();
        compiled = false;
    }
    
    @Override
    protected void finalize() throws Throwable {
        if (compiled) {
            cleanup();
        }
        super.finalize();
    }
}

 

Edited by byxiaobai_
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4 minutes ago, diesieben07 said:

Display lists are old and obsolete OpenGL technology, which Minecraft no longer uses in 1.16. As such its GLAllocation class is gone. You should move on to modern rendering techniques as well. If you do not want to (which will probably make your things incompatible with much of Minecraft's rendering, especially on 1.17, but I don't know much about that), use the native methods from LWJGL.

Is there any tutorial on modern rendering techniques?

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