Posted August 1, 201312 yr Hey guys, I want to get the hang of the Tessellator. One of the mods I'm working on is almost entirely modelled stuff, so if I can use the tessellator to model them without a tile entity, then that would be a huge bonus! However, I seem to be struggling on the texturing part. As far as I can tell my quads are ok (maybe not? Can't see them to check!) but I can't even get the purple/black missing texture to show. I've tried looking through RenderBlocks to no avail. here's the code. Can anyone point me in the right direction? package co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; import co.uk.silvania.roads.client.ClientProxy; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.util.Icon; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ShortRampRenderer implements ISimpleBlockRenderingHandler { Tessellator tes = Tessellator.instance; //Whole renderInventoryBlock Method borrowed from another mod purely for testing purposes, so I can be sure my block is using this render class. //It will be removed and rewritten before compiling @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderblocks) { if(modelID == ClientProxy.RoadsRampShortRenderID) { for(int i = 1; i <= 21; ++i) { switch(i) { //top row case 1: renderblocks.setRenderBounds(0.15D, 0.0D, 0.15D, 0.25D, 1.0D, 0.25D); break; case 2: renderblocks.setRenderBounds(0.45D, 0.0D, 0.15D, 0.55D, 1.0D, 0.25D); break; case 3: renderblocks.setRenderBounds(0.75D, 0.0D, 0.15D, 0.85D, 1.0D, 0.25D); break; //middle row case 4: renderblocks.setRenderBounds(0.15D, 0.0D, 0.45D, 0.25D, 1.0D, 0.55D); break; case 5: renderblocks.setRenderBounds(0.45D, 0.0D, 0.45D, 0.55D, 1.0D, 0.55D); break; case 6: renderblocks.setRenderBounds(0.75D, 0.0D, 0.45D, 0.85D, 1.0D, 0.55D); break; } GL11.glTranslatef(-0.5F, -0.5F, -0.5F); float var7 = 0.0F; tes.startDrawingQuads(); tes.setNormal(0.0F, -1.0F, 0.0F); renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(0)); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 1.0F, 0.0F); renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(1)); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, -1.0F); tes.addTranslation(0.0F, 0.0F, var7); renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(2)); tes.addTranslation(0.0F, 0.0F, -var7); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, 1.0F); tes.addTranslation(0.0F, 0.0F, -var7); renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(3)); tes.addTranslation(0.0F, 0.0F, var7); tes.draw(); tes.startDrawingQuads(); tes.setNormal(-1.0F, 0.0F, 0.0F); tes.addTranslation(var7, 0.0F, 0.0F); renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(4)); tes.addTranslation(-var7, 0.0F, 0.0F); tes.draw(); tes.startDrawingQuads(); tes.setNormal(1.0F, 0.0F, 0.0F); tes.addTranslation(-var7, 0.0F, 0.0F); renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(5)); tes.addTranslation(var7, 0.0F, 0.0F); tes.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); } } } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { if(modelId == ClientProxy.RoadsRampShortRenderID) return RenderShortRamp(block, x, y, z, renderer); else return false; } public boolean shouldRender3DInInventory() { return true; } @Override public int getRenderId() { return 0; } public Icon getBlockIconFromSide(Block par1Block, int par2) { return this.getIconSafe(par1Block.getBlockTextureFromSide(par2)); } public Icon getIconSafe(Icon par1Icon) { if (par1Icon == null) { par1Icon = ((TextureMap)Minecraft.getMinecraft().func_110434_K().func_110581_b(TextureMap.field_110575_b)).func_110572_b("missingno"); } return (Icon)par1Icon; } @SideOnly(Side.CLIENT) public boolean RenderShortRamp(Block block, int x, int y, int z, RenderBlocks render) { Icon icon = this.getBlockIconFromSide(block, 0); if (render.hasOverrideBlockTexture()) { icon = render.overrideBlockTexture; } tes.addVertexWithUV(0.0, 1.0, 1.0, 12, 24); tes.addVertexWithUV(1.0, 1.0, 1.0, 12, 24); tes.addVertexWithUV(1.0, 1.0, 0.0, 12, 24); tes.addVertexWithUV(0.0, 1.0, 0.0, 12, 24); tes.draw(); tes.startDrawingQuads(); tes.addVertexWithUV(0.0, 0.0, 1.0, 12, 24); tes.addVertexWithUV(0.0, 1.0, 1.0, 12, 24); tes.addVertexWithUV(0.0, 1.0, 0.0, 12, 24); tes.addVertexWithUV(0.0, 0.0, 0.0, 12, 24); return true; } } From my understanding of quads, the above should theoretically draw two full faces of a standard block. I've only ever touched quads in a simple block modeller used for a spout plugin though, never actually coded with them. Once I understand this, I want to take the above modeller and modify it, so anyone else who wants to use the tessellator can make their actual models in there and just import the code. As this thread is 4 posts long, I'll save you all SOME time if you're trying to learn from it. Below is my current ISBRH, fully working. It's up to you to figure out the implementation. The model in this example is a simple slope, similar to that Slopes mod from a while ago. I thought it was a good, simple model to use for the example throughout this post, but remember with the ISBRH and tessellator you can make things much more complex than in Techne. package co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; import co.uk.silvania.roads.client.ClientProxy; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.Icon; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ShortRampRenderer implements ISimpleBlockRenderingHandler { @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { } @Override @SideOnly(Side.CLIENT) public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { int meta = world.getBlockMetadata(x, y, z); Icon c = block.getIcon(0, meta); Icon b = block.getIcon(1, meta); int brightness = Block.blocksList[block.stone.blockID].getMixedBrightnessForBlock(world, x, y, z); float u = c.getMinU(); float v = c.getMinV(); float U = c.getMaxU(); float V = c.getMaxV(); float u1 = b.getMinU(); float v1 = b.getMinV(); float U1 = b.getMaxU(); float V1 = b.getMaxV(); Tessellator tess = Tessellator.instance; tess.addTranslation(x, y, z); tess.setBrightness(brightness); tess.setColorOpaque_F(1.0F, 1.0F, 1.0F); //Base tess.addVertexWithUV(0, -0.25, 1, u, v); tess.addVertexWithUV(0, -0.25, 0, u, V); tess.addVertexWithUV(1, -0.25, 0, U, V); tess.addVertexWithUV(1, -0.25, 1, U, v); //Top Slope tess.addVertexWithUV(0, -0.25, 1, u1, v1); tess.addVertexWithUV(1, 0.75, 1, u1, V1); tess.addVertexWithUV(1, 0.75, 0, U1, V1); tess.addVertexWithUV(0, -0.25, 0, U1, v1); tess.addVertexWithUV(1, -0.25, 0, u, v); tess.addVertexWithUV(1, 0.75, 0, u, V); tess.addVertexWithUV(1, 0.75, 1, U, V); tess.addVertexWithUV(1, -0.25, 1, U, v); tess.addVertexWithUV(1, 0.75, 0, u, v); tess.addVertexWithUV(1, -0.25, 0, u, V); tess.addVertexWithUV(0, -0.25, 0, U, V); tess.addVertexWithUV(1, 0.75, 0, U, v); tess.addVertexWithUV(1, 0.75, 1, u, v); tess.addVertexWithUV(0, -0.25, 1, u, V); tess.addVertexWithUV(1, -0.25, 1, U, V); tess.addVertexWithUV(1, 0.75, 1, U, v); tess.addTranslation(-x, -y, -z); return true; } @Override public boolean shouldRender3DInInventory() { return false; } @Override public int getRenderId() { return ClientProxy.RoadsRampShortRenderID; } } http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 1, 201312 yr hey, have you been looking at my tut ? so first this is weird: tes.addVertexWithUV(0.0, 1.0, 1.0, 12, 24); because that would mean you want to fit the image 12 time horizintally and 24 times vertically (so there would be 12*24 time the image im your quad) also, have you made any println in your render method to make sure its actually beign called i think you should start by a very simple quad and buidl from there ( not try to copy paste the whole thing and expect it to work ) i think if you're not using a TESR you cant have animations (just extra info) im here to help ask me anything how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr extra: RenderShortRamp this method is VERY weird specially : tes.addVertexWithUV(0.0, 1.0, 0.0, 12, 24); tes.draw(); tes.startDrawingQuads(); tes.addVertexWithUV(0.0, 0.0, 1.0, 12, 24); and no other call to draw() or startDrawing() in the same method whoever made this code really has no idea how this works you should always have matching startDrawing() and draw() in the same method unless you really know what you're doing and\or youre doing something very special how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr Author I made that part, and no I don't have any idea how it works. Noone on IRC was able to help so I was literally stabbing in the dark, trial-and-error to see what I could do. I was basing off the little knowledge of quads I had. I figured that the 5 doubles were the x/y/z of the vertices, and then I assumed the x/y coords from the texture (You say it's actually tiling the texture though?) I also figured you'd need four vertices to make a quad, one for each corner. The draw and startDrawing were a guess as to a way to seperate one quad from the next. The reason I don't have them at the start or end is because that's handled in the borrowed code - if I put startDrawingQuads before everything, the game crashes. It's only that part I'm even having issues with. The in-hand rendering (the borrowed code) works: I hadn't seen any tutorial at all, been trying to find one all day. Can you link me to yours? http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 1, 201312 yr yes here:http://www.minecraftforge.net/wiki/Tessellator you dont have to make 4 call to addVertexWithUV before calling another draw()/startDrawing() but it has to be multple of 4 if you started with "startDrawingQuads()" (extra info, you cna if you want startDrawing(GL11.GL_TRIANGLES) but stick with quads becseu itll be easier in your case and yes the reason you don't have any texture is mostly becasue there no call to renderEngine.func_110577_a(ResourceLocation); at all, so the render engine doesn't have any texture to place on your quads how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr if you need more reference code, you can look at renderBlockTorch and renderTorchAtAngle in the RenderBlocks class. it's pretty simple since it only adds 6 sides. you'll also be able to figure out some uses of icons from those methods
August 1, 201312 yr Author yes here:http://www.minecraftforge.net/wiki/Tessellator you dont have to make 4 call to addVertexWithUV before calling another draw()/startDrawing() but it has to be multple of 4 if you started with "startDrawingQuads()" (extra info, you cna if you want startDrawing(GL11.GL_TRIANGLES) but stick with quads becseu itll be easier in your case Oh I get it, so I can have startDrawingQuads, then say 12 vertex, then draw, without anything in the middle and the code will be clever and know thats 3 different quads? Cool and yes the reason you don't have any texture is mostly becasue there no call to renderEngine.func_110577_a(ResourceLocation); at all, so the render engine doesn't have any texture to place on your quads Ah fair enough. I'll toy around with that. Also, with your tutorial - is it ok if I fix a few spelling mistakes etc? Just noticed a couple is all. if you need more reference code, you can look at renderBlockTorch and renderTorchAtAngle in the RenderBlocks class. it's pretty simple since it only adds 6 sides. you'll also be able to figure out some uses of icons from those methods Thanks, I'll look there if I get stuck http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 1, 201312 yr Also, with your tutorial - is it ok if I fix a few spelling mistakes etc? Just noticed a couple is all. english is not my first language (french is) so yes please do Oh I get it, so I can have startDrawingQuads, then say 12 vertex, then draw, without anything in the middle and the code will be clever and know thats 3 different quads? Cool yes but you can not change texture for the 3 different quads or change the color how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr Author Alright, where do I register the texture exaclty? Do you have an example? When I tried using the ResourceLocation, very very strange things started happening... mostly involving chunks de-rendering http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 2, 201312 yr ok well first you need to make a new ResourceLocation like this public static final ResourceLocation myImage = new ResourceLocation("modid", "path/to/texture") the 2nd string must NOT start with a "/" btw ex: public static final ResourceLocation myImage = new ResourceLocation("forgerev", "textures/models/spacepirate.png") and the file system for that will be: mcp/src/minecraft/assets/forgerev/textures/models/spacepirate.png then just renderEngine.func_110577_a(myImage); also surround ALL your render code with GL11.glPushMatrix(); //render code GL11.glPopMatrix(); how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 2, 201312 yr When I tried using the ResourceLocation, very very strange things started happening... mostly involving chunks de-rendering i'm currently cleaning up my code right now and i'm currently removing tile entities that i was too lazy to use isimpleblockrenakdjsfak for and i ran into that. i haven't really looked into block rendering too much until now, but what i've been able to figure out is: mc renders in bulk. it doesn't render per block per chunk. it goes through each block in the chunk and adds the vertices but doesn't render them. once it's done with each block, that's when it renders everything. and since they're rendered in bulk, when you change the texture being used, you change it for every block in the chunk. so you're either gonna have to use icons to include your textures in the terrain texture (can icons be larger than 16x16? still gonna test it out later) or do what hydroflame suggested (but you'll have to figure out a way around the problem).. or something else. i dunno. i vote icons if they work if I put startDrawingQuads before everything, the game crashes. that's because it's already been called beforehand. and draw() is called after mc is done going through the blocks in the chunk. unless you want to do something else, all you really need to do is supply the vertices also, if you want it to render with the correct brightness, seems like you'll have to add it for each side yourself. depending on how you want that to work, it could go from a few lines of code to buttloads. basically, the more complicated your block is, the more tedious it gets. the plus side is that the code seems pretty straightforward and easy to read despite the amount of it anyway, like i said, i'm still digging through the rendering code. if i made a mistake, feel free to tell me
August 2, 201312 yr Author When I tried using the ResourceLocation, very very strange things started happening... mostly involving chunks de-rendering i'm currently cleaning up my code right now and i'm currently removing tile entities that i was too lazy to use isimpleblockrenakdjsfak for and i ran into that. i haven't really looked into block rendering too much until now, but what i've been able to figure out is: mc renders in bulk. it doesn't render per block per chunk. it goes through each block in the chunk and adds the vertices but doesn't render them. once it's done with each block, that's when it renders everything. and since they're rendered in bulk, when you change the texture being used, you change it for every block in the chunk. so you're either gonna have to use icons to include your textures in the terrain texture (can icons be larger than 16x16? still gonna test it out later) or do what hydroflame suggested (but you'll have to figure out a way around the problem).. or something else. i dunno. i vote icons if they work if I put startDrawingQuads before everything, the game crashes. that's because it's already been called beforehand. and draw() is called after mc is done going through the blocks in the chunk. unless you want to do something else, all you really need to do is supply the vertices also, if you want it to render with the correct brightness, seems like you'll have to add it for each side yourself. depending on how you want that to work, it could go from a few lines of code to buttloads. basically, the more complicated your block is, the more tedious it gets. the plus side is that the code seems pretty straightforward and easy to read despite the amount of it anyway, like i said, i'm still digging through the rendering code. if i made a mistake, feel free to tell me hydroflame, do you know a fix for this? I got my texture to work but it plunges my world into darkness: before: after: Code: package co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; import co.uk.silvania.roads.client.ClientProxy; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.util.Icon; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ShortRampRenderer implements ISimpleBlockRenderingHandler { public static final ResourceLocation texture = new ResourceLocation("roads", "textures/blocks/roadBlockMiscSingles0.png"); Tessellator tes = Tessellator.instance; //Whole renderInventoryBlock Method borrowed from another mod purely for testing purposes, so I can be sure my block is using this render class. //It will be removed and rewritten before compiling @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderblocks) { if(modelID == ClientProxy.RoadsRampShortRenderID) { for(int i = 1; i <= 21; ++i) { switch(i) { //top row case 1: renderblocks.setRenderBounds(0.15D, 0.0D, 0.15D, 0.25D, 1.0D, 0.25D); break; case 2: renderblocks.setRenderBounds(0.45D, 0.0D, 0.15D, 0.55D, 1.0D, 0.25D); break; case 3: renderblocks.setRenderBounds(0.75D, 0.0D, 0.15D, 0.85D, 1.0D, 0.25D); break; //middle row case 4: renderblocks.setRenderBounds(0.15D, 0.0D, 0.45D, 0.25D, 1.0D, 0.55D); break; case 5: renderblocks.setRenderBounds(0.45D, 0.0D, 0.45D, 0.55D, 1.0D, 0.55D); break; case 6: renderblocks.setRenderBounds(0.75D, 0.0D, 0.45D, 0.85D, 1.0D, 0.55D); break; } GL11.glTranslatef(-0.5F, -0.5F, -0.5F); float var7 = 0.0F; tes.startDrawingQuads(); tes.setNormal(0.0F, -1.0F, 0.0F); renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(0)); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 1.0F, 0.0F); renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(1)); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, -1.0F); tes.addTranslation(0.0F, 0.0F, var7); renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(2)); tes.addTranslation(0.0F, 0.0F, -var7); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, 1.0F); tes.addTranslation(0.0F, 0.0F, -var7); renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(3)); tes.addTranslation(0.0F, 0.0F, var7); tes.draw(); tes.startDrawingQuads(); tes.setNormal(-1.0F, 0.0F, 0.0F); tes.addTranslation(var7, 0.0F, 0.0F); renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(4)); tes.addTranslation(-var7, 0.0F, 0.0F); tes.draw(); tes.startDrawingQuads(); tes.setNormal(1.0F, 0.0F, 0.0F); tes.addTranslation(-var7, 0.0F, 0.0F); renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(5)); tes.addTranslation(var7, 0.0F, 0.0F); tes.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); } } } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { if(modelId == ClientProxy.RoadsRampShortRenderID) return RenderShortRamp(block, x, y, z, renderer); else return false; } public boolean shouldRender3DInInventory() { return true; } @Override public int getRenderId() { return 0; } public Icon getBlockIconFromSide(Block par1Block, int par2) { return this.getIconSafe(par1Block.getBlockTextureFromSide(par2)); } public Icon getIconSafe(Icon par1Icon) { if (par1Icon == null) { par1Icon = ((TextureMap)Minecraft.getMinecraft().func_110434_K().func_110581_b(TextureMap.field_110575_b)).func_110572_b("missingno"); } return (Icon)par1Icon; } @SideOnly(Side.CLIENT) public boolean RenderShortRamp(Block block, int x, int y, int z, RenderBlocks render) { Icon icon = this.getBlockIconFromSide(block, 0); if (render.hasOverrideBlockTexture()) { icon = render.overrideBlockTexture; } GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.func_110577_a(texture); GL11.glPopMatrix(); tes.addVertexWithUV(0, 0, 0, 0, 0); tes.addVertexWithUV(0, 1, 0, 0, 1); tes.addVertexWithUV(1, 1, 0, 1, 1); tes.addVertexWithUV(1, 0, 0, 1, 0); tes.addVertexWithUV(0, 0, 0, 0, 0); tes.addVertexWithUV(1, 0, 0, 0, 1); tes.addVertexWithUV(1, 1, 0, 1, 1); tes.addVertexWithUV(0, 1, 0, 1, 0); return true; } } Did I do something wrong somewhere? http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 2, 201312 yr GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.func_110577_a(texture); GL11.glPopMatrix(); ahahahah no meant ALL the render code public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderblocks) { GL11.glPushMatrix(); //code you already have GL11.glPopMatrix(); } mc renders in bulk. it doesn't render per block per chunk. it goes through each block in the chunk and adds the vertices but doesn't render them. once it's done with each block, that's when it renders everything. and since they're rendered in bulk, when you change the texture being used, you change it for every block in the chunk. so you're either gonna have to use icons to include your textures in the terrain texture (can icons be larger than 16x16? still gonna test it out later) or do what hydroflame suggested (but you'll have to figure out a way around the problem).. or something else. i dunno. i vote icons if they work now if thats true it means that there is a seeeeeeeeeeeeeeeerious problem with mc render engine ! and it also mean that ISBRH is way usefull then i tought sorry for not being that much help, i usually use TESR becasue you can add animation to it :\ but basicly considering what pelep said, it is worth to note that the calls to startDrawingQuads and draw() should probably not appear in a ISBRH how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 2, 201312 yr Author I still get the same issue even when trying that. Do you have a TESR tutorial? I always thought that was just another name for the tessellator, but from what you're saying it's both different and might be better, especially as I'll be animating some of these blocks. http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 2, 201312 yr you mean TESR == ISBRH ? or TESR == tessellator ? becasue TESR and ISBRH are kindof similar except the TESR gets called every frame while the ISBRH gets called ... every ... 50 tick ? more ? so animation is NOT possible with the ISBRH (which is why i kinda hate it :\ but i understand its purpose, aka rendering things like cactus) and yes i made a tutorial on TESR, just look on our wiki for "TESR" or "Tile entity special renderer" actually heres the link : http://www.minecraftforge.net/wiki/TESR how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 4, 201312 yr Author Alright, I do still need to use the tessellator then. The main reason for this is that I want to avoid Tile Entites. Do you have a working class using the tessellator I can look at? Maybe I can figure out my issue by comparing them and seeing what is different? (Sorry for the late reply, I was out over the weekend) http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 4, 201312 yr The main reason for this is that I want to avoid Tile Entites. why ? TE are awesome, as long as you dont have 20 000 of them per chunk Do you have a working class using the tessellator I can look at? yessir heres my teleporter (it include a wavefront model btw) public class RenderTeleporter extends TileEntitySpecialRenderer{ private IModelCustom teleporter; private ResourceLocation texture = new ResourceLocation(TheMod.modid, "/models/textures/teleporter.png"); private float[] pos; int displayList = -1;//unused for now public RenderTeleporter(){ teleporter = AdvancedModelLoader.loadModel("/teleporter.obj"); pos = new float[30]; for(int i = 0; i < pos.length; i++){ pos[i] = (float) Math.random()*2; } } @Override public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) { //here for(int i =0; i < pos.length; i++){ } float size = 0.1f; Tessellator tess = Tessellator.instance; for(int i = 0; i < pos.length; i++){ pos[i]+=0.01f; if(pos[i] > 2){ pos[i] = 0; } } Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalParticle); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); for(int i = 0; i < pos.length; i++){ GL11.glRotated(360/pos.length, 0, 1, 0); GL11.glPushMatrix(); GL11.glTranslated(0, pos[i], 1); tess.startDrawingQuads(); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.draw(); GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glColor3f(1, 1, 1); Minecraft.getMinecraft().renderEngine.func_110577_a(texture); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); GL11.glScaled(1.3, 1.3, 1.3); Tessellator.instance.setColorOpaque_F(1, 1, 1); teleporter.renderAll(); Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalRune); GL11.glTranslated(0, 0.2, 0); GL11.glRotated(System.nanoTime()/100000000f, 0, 1, 0); tess.startDrawingQuads(); tess.addVertexWithUV(-0.5, 0, -0.5, 0, 0); tess.addVertexWithUV(-0.5, 0, 0.5, 0, 1); tess.addVertexWithUV(0.5, 0, 0.5, 1, 1); tess.addVertexWithUV(0.5, 0, -0.5, 1, 0); tess.draw(); GL11.glPopMatrix(); } } EDIT: a video of what this code does : how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 4, 201312 yr mc renders in bulk. it doesn't render per block per chunk. it goes through each block in the chunk and adds the vertices but doesn't render them. once it's done with each block, that's when it renders everything. and since they're rendered in bulk, when you change the texture being used, you change it for every block in the chunk. so you're either gonna have to use icons to include your textures in the terrain texture (can icons be larger than 16x16? still gonna test it out later) or do what hydroflame suggested (but you'll have to figure out a way around the problem).. or something else. i dunno. i vote icons if they work now if thats true it means that there is a seeeeeeeeeeeeeeeerious problem with mc render engine ! and it also mean that ISBRH is way usefull then i tought sorry for not being that much help, i usually use TESR becasue you can add animation to it :\ but basicly considering what pelep said, it is worth to note that the calls to startDrawingQuads and draw() should probably not appear in a ISBRH I can confirm this problem Sadly.
August 5, 201312 yr Author The main reason for this is that I want to avoid Tile Entites. why ? TE are awesome, as long as you dont have 20 000 of them per chunk Honestly, thats exactly what I'm trying to achieve. My mod adds decorative things which people will literally have hundreds of in a single chunk. We tried doing some basic building and it was apparent very quickly that using Tile Entites it simply isn't gonna end well. yessir heres my teleporter (it include a wavefront model btw) public class RenderTeleporter extends TileEntitySpecialRenderer{ private IModelCustom teleporter; private ResourceLocation texture = new ResourceLocation(TheMod.modid, "/models/textures/teleporter.png"); private float[] pos; int displayList = -1;//unused for now public RenderTeleporter(){ teleporter = AdvancedModelLoader.loadModel("/teleporter.obj"); pos = new float[30]; for(int i = 0; i < pos.length; i++){ pos[i] = (float) Math.random()*2; } } @Override public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) { //here for(int i =0; i < pos.length; i++){ } float size = 0.1f; Tessellator tess = Tessellator.instance; for(int i = 0; i < pos.length; i++){ pos[i]+=0.01f; if(pos[i] > 2){ pos[i] = 0; } } Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalParticle); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); for(int i = 0; i < pos.length; i++){ GL11.glRotated(360/pos.length, 0, 1, 0); GL11.glPushMatrix(); GL11.glTranslated(0, pos[i], 1); tess.startDrawingQuads(); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.draw(); GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glColor3f(1, 1, 1); Minecraft.getMinecraft().renderEngine.func_110577_a(texture); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); GL11.glScaled(1.3, 1.3, 1.3); Tessellator.instance.setColorOpaque_F(1, 1, 1); teleporter.renderAll(); Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalRune); GL11.glTranslated(0, 0.2, 0); GL11.glRotated(System.nanoTime()/100000000f, 0, 1, 0); tess.startDrawingQuads(); tess.addVertexWithUV(-0.5, 0, -0.5, 0, 0); tess.addVertexWithUV(-0.5, 0, 0.5, 0, 1); tess.addVertexWithUV(0.5, 0, 0.5, 1, 1); tess.addVertexWithUV(0.5, 0, -0.5, 1, 0); tess.draw(); GL11.glPopMatrix(); } } So will the tessellator code there work in an ISBRH? As I said above, any blocks I don't need a TE for I'd really rather not use one. http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 5, 201312 yr the tessellator will work everywhere you use it how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 6, 201312 yr Author Even when using your tessellator code, I still get the same issue. What did pelep and gotolink mean with the icon thing by the way? Maybe that's the issue I'm having. I'm starting to think what I'm trying to do isn't possible for a normal mod... I can't think of any other mods which do it either. http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 6, 201312 yr nope it is, you just fucked up somewhere you should try to start with smaller code like draw 1 quad, then add more what you're asking is tottally possible, you can draw ANYTHING inside ISBRH except if you want animation how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 7, 201312 yr Even when using your tessellator code, I still get the same issue. What did pelep and gotolink mean with the icon thing by the way? Maybe that's the issue I'm having. I'm starting to think what I'm trying to do isn't possible for a normal mod... I can't think of any other mods which do it either. well, like i said, changing the texture there will change it for all the blocks in the chunk. and since your texture is black, you're effectively "plunging your world into darkness". and it's possible, i just did it. regarding icons, did you take a look at the methods i mentioned above? because you can learn how to use them from there.
August 7, 201312 yr @pelep, well that or start with a call to draw(), change texture to the one you need, startDrawing(), bunch of addVertexWithUV, draw(), rechange back to vanilla texture, startDrawingQuads() to resetup for vanilla drawing. i dont know what are the implication of that btw, so test with care how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 7, 201312 yr @pelep, well that or start with a call to draw(), change texture to the one you need, startDrawing(), bunch of addVertexWithUV, draw(), rechange back to vanilla texture, startDrawingQuads() to resetup for vanilla drawing. yeah, but draw() returns an int which is used by MC afterward. according to the comments, it gets sent to the gpu. and i honestly don't know enough about how to handle gpu/hardware related stuff, so i decided not to mess with it and opted to use icons instead
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