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Posted

i know i already asked for this but i spend a lot of time trying to fix my line but i just cant, without GLStateManager.translate and rotate the line doesnt draw :( (i tried to render the line in PlayerRenderEvent.Pre JUST IN CASE IT WOULD WORK but is the same)

sorry for posting in the wrong forum but i dont know where to post my posts

 

TotisRenderHelper

public static void setupRenderLightning() {
        GlStateManager.pushMatrix();
        GlStateManager.disableTexture();
        GlStateManager.disableLighting();
        GlStateManager.disableCull();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_DST_ALPHA);
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.003921569F);;
    }

    public static void finishRenderLightning() {
        GlStateManager.enableLighting();
        GlStateManager.enableTexture();
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
    }



public static void drawGlowingLine(Vector3d start, Vector3d end, float thickness, Color color)
    {
        drawGlowingLine(start, end, thickness, color,1F);
    }

    public static void drawGlowingLine(Vector3d start, Vector3d end, float thickness, Color color, float alpha)
    {
        if(start == null || end == null)
            return;

        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bb = tessellator.getBuffer();
        int smoothFactor = Minecraft.getInstance().gameSettings.ambientOcclusionStatus.ordinal();
        int layers = 10 + smoothFactor * 20;
        GlStateManager.pushMatrix();
        start = start.scale(-1D);
        end = end.scale(-1D);
        GlStateManager.translated(-start.x,-start.y,-start.z);
        start = end.subtract(start);
        end = end.subtract(end);

        {
            double x = end.x - start.x;
            double y = end.y - start.y;
            double z = end.z - start.z;
            double diff = MathHelper.sqrt(x * x + z * z);
            float yaw = (float) (Math.atan2(z, x) * 180.0D / 3.141592653589793D) - 90.0F;
            float pitch = (float) -(Math.atan2(y, diff) * 180.0D / 3.141592653589793D);
            GlStateManager.rotatef(-yaw, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotatef(pitch, 1.0F, 0.0F, 0.0F);
        }
        for (int layer = 0; layer <= layers; ++layer) {
            if(layer < layers) {
                GlStateManager.color4f(color.getRed() / 255F, color.getGreen() / 255F, color.getBlue() / 255F, 1.0F / layers / 2);
                GlStateManager.depthMask(false);
            } else {
                GlStateManager.color4f(1.0F, 1.0F, 1.0F, alpha);
                GlStateManager.depthMask(true);
            }
            double size = thickness + (layer < layers ? layer * (1.25D / layers) : 0.0D);
            double d = (layer < layers ? 1.0D - layer * (1.0D / layers) : 0.0D) * 0.1D;
            double width = 0.0625D * size;
            double height = 0.0625D * size;
            double length = start.distanceTo(end) + d;

            bb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
            bb.pos(-width, height, length).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(-width, height, length).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(-width, height, length).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            tessellator.draw();
        }
        GlStateManager.popMatrix();
    }
}

 

ModEvents

@SubscribeEvent
    public static void onRenderWorld(RenderWorldLastEvent event)
    {
        PlayerEntity player = Minecraft.getInstance().player;

        if(Minecraft.getInstance().player == null)
            return;

        if(ModKeys.mykey.isKeyDown())
        {
            double distance = player.getPositionVec().add(0,player.getEyeHeight(),1).distanceTo(Minecraft.getInstance().objectMouseOver.getHitVec());

            TotisRenderHelper.setupRenderLightning();

	    //This is supposed to control the rotation and scale
            GlStateManager.translatef(0.5f, player.getEyeHeight() - 1, 0.5f);
            GlStateManager.rotatef(-player.rotationYawHead, 0, 1, 0);
            GlStateManager.rotatef(player.rotationPitch, 1, 0, 0);
            {
                Vector3d start = new Vector3d(0.1F, 0, 1);
                Vector3d end = start.add(0, 0, distance); //this will end where the player is looking
                TotisRenderHelper.drawGlowingLine(start,end,0.5F, Color.MAGENTA);
            }
            TotisRenderHelper.finishRenderLightning();
            return;
        }
    }

 

  • Author
10 hours ago, diesieben07 said:

I have moved all of your posts to the correct forum...

diesieben help me with this i cant get to a solution, if i remove the 3 GLStateManagers the line doesnt show

  • Author
1 hour ago, diesieben07 said:

I cannot help with rendering.

well can you help me with a problem i posted? (Redundant texture list for particle mymod:myparticle)

 

 

  • Author
1 hour ago, diesieben07 said:

I read every post on the forum.

If I know the answer, I will answer.

why dont you know(i mean you dont guess all) but i thought is a simple error

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