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 yeah but if you follow the call hierarchy you realise that this int isn't used anywhere (for some reason) so my method describe above wont affect anythign in that sens 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 yeah but if you follow the call hierarchy you realise that this int isn't used anywhere (for some reason) so my method describe above wont affect anythign in that sens i did, and it gets added to bytesDrawn in WorldRenderer. but actually, yeah, i just noticed that bytesDrawn doesn't seem to be used anywhere. so i guess that way is fine too. but i'm still sticking to icons just in case
August 7, 201312 yr @pelep, what would you do if you need to draw more complex models ? ones cant use icons how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 7, 201312 yr would there be such a case? lol. if you mean for stuff that need textures larger than 16x16, icons don't seem to be restricted to 16x16 sizes. and using icons is basically the same as what you suggested, except that you don't need to change the texture. but if there are cases where the icons won't work for the ISBRH, then... i dunno. luckily for me, i don't have to think about that since icons work for what i'm doing hahahahha
August 7, 201312 yr hmm, but i could imagine some case where you wouldnt be able to use Icons.. they're very specific but i can see some i usually use TESR anyway becasue MOST of my custom blocks have animations anyway how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 11, 201312 yr Author ok- so can anyone show me an example of a textured, single quad block using ISBRH? That's all I need to get going but I just can't get it working =/ http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr Author been experimenting with different things, to check what is and isn't working. It's literally only the tessellator I can't get to work. This works, and makes two little floating blocks: http://pastebin.com/KnqHySpp This does not work: http://pastebin.com/uVxj6fpK Tiny blocks aren't enough! I need to be able to use individual quads, because I want non-square shapes. (where some sides are longer than others) http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr heu .. ok well pastebin is blocked by my network but little tip n trick, when it says "quads" it mean any combinaison of 4 vertices so tess.addVertexWithUV(0, 0, 0, 0, 0) tess.addVertexWithUV(0, 0, 1, 0, 0) tess.addVertexWithUV(0, 1, 0, 0, 0) tess.addVertexWithUV(1, 0, 0, 0, 0) this is valid and tottally not a quad (i actually have no idea wtf it is though) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Author Here's whats on the pastebins: [spoiler=Working two little blocks] package co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; 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.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) { renderer.setRenderBounds(0.6, 0.4, 0.6, 0.8, 0.6, 0.; renderer.renderStandardBlock(block, x, y, z); renderer.setRenderBounds(0.2, 0.4, 0.2, 0.4, 0.6, 0.4); renderer.renderStandardBlock(block, x, y, z); return true; } @Override public boolean shouldRender3DInInventory() { return false; } @Override public int getRenderId() { return 0; } } [spoiler=Not working tessellator] ackage co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; 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.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) { Tessellator tess = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(0, 1, 1); tess.addVertexWithUV(0, 1, 1, 0, 0); tess.addVertexWithUV(1, 1, 1, 0, 1); tess.addVertexWithUV(1, 1, 0, 1, 1); tess.addVertexWithUV(0, 1, 0, 1, 0); tess.addVertexWithUV(0, 0, 1, 0, 0); tess.addVertexWithUV(0, 1, 1, 0, 1); tess.addVertexWithUV(0, 1, 0, 1, 1); tess.addVertexWithUV(0, 0, 0, 1, 0); GL11.glPopMatrix(); return true; } @Override public boolean shouldRender3DInInventory() { return false; } @Override public int getRenderId() { return 0; } } Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr that code you posted makes me think you didn't take a look at the torch code.. anyway, here's an example. just two random faces. hopefully, you'll be able to figure out how to use icons from that as well @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int rId, RenderBlocks rb) { Tessellator t = Tessellator.instance; Icon icon = Block.pumpkin.getIcon(3, 0); double minU = icon.getMinU(); double maxU = icon.getMaxU(); double minV = icon.getMinV(); double maxV = icon.getMaxV(); double p = 0.0625D; //first side t.setColorOpaque_F(1F, 1F, 1F); t.setBrightness(150); t.addVertexWithUV(x + (p * 14D), y + 1D, z + 1D, minU, minV); t.addVertexWithUV(x + (p * 14D), y + 0D, z + 1D, minU, maxV); t.addVertexWithUV(x + (p * 14D), y + 0D, z + 0D, maxU, maxV); t.addVertexWithUV(x + (p * 14D), y + 1D, z + 0D, maxU, minV); //second side. just messing around a bit here double u8 = icon.getInterpolatedU(8D); t.setBrightness(block.getMixedBrightnessForBlock(world, x - 1, y, z)); t.addVertexWithUV(x - (p * 0D), y + 2D, z + 0D, minU, minV); t.addVertexWithUV(x - (p * 0D), y + 0D, z + 0D, minU, maxV); t.addVertexWithUV(x - (p * 8D), y + 0D, z + 1D, u8, maxV); t.addVertexWithUV(x - (p * 8D), y + 2D, z + 1D, u8, minV); return true; }
August 14, 201312 yr well actually flenix its normal that your code doesnt work @Override @SideOnly(Side.CLIENT) public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { Tessellator tess = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(0, 1, 1); tess.addVertexWithUV(0, 1, 1, 0, 0); tess.addVertexWithUV(1, 1, 1, 0, 1); tess.addVertexWithUV(1, 1, 0, 1, 1); tess.addVertexWithUV(0, 1, 0, 1, 0); tess.addVertexWithUV(0, 0, 1, 0, 0); tess.addVertexWithUV(0, 1, 1, 0, 1); tess.addVertexWithUV(0, 1, 0, 1, 1); tess.addVertexWithUV(0, 0, 0, 1, 0); GL11.glPopMatrix(); return true; } the bold line says "move from whatever i was to +0, 1, 1 it should be GL11.glTranslated(x, y, z);//the coordinates given by the function how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut the vertices have to end up aligned. you should be able to make a plane out of the 4 vertices you provided. if they aren't aligned, imagine a plan with one corner pulled away from the rest. something like that happens. what you posted would render something, but definitely not a quad. don't know what it would be either though
August 14, 201312 yr well actually flenix its normal that your code doesnt work @Override @SideOnly(Side.CLIENT) public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { Tessellator tess = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(0, 1, 1); tess.addVertexWithUV(0, 1, 1, 0, 0); tess.addVertexWithUV(1, 1, 1, 0, 1); tess.addVertexWithUV(1, 1, 0, 1, 1); tess.addVertexWithUV(0, 1, 0, 1, 0); tess.addVertexWithUV(0, 0, 1, 0, 0); tess.addVertexWithUV(0, 1, 1, 0, 1); tess.addVertexWithUV(0, 1, 0, 1, 1); tess.addVertexWithUV(0, 0, 0, 1, 0); GL11.glPopMatrix(); return true; } the bold line says "move from whatever i was to +0, 1, 1 it should be GL11.glTranslated(x, y, z);//the coordinates given by the function actually, for some reason, that doesn't work with the ISBRH
August 14, 201312 yr are you kidding me ok i reaaaally gotta learn exactly whats wrong with ISBRH because it seems like its following absolutelly NO convention in minecraft how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut the vertices have to end up aligned. you should be able to make a plane out of the 4 vertices you provided. if they aren't aligned, imagine a plan with one corner pulled away from the rest. something like that happens. what you posted would render something, but definitely not a quad. don't know what it would be either though just wanted to add the wording on Quads from: http://www.opengl.org/wiki/Primitive#Quads A quad is a 4 vertex quadrilateral primitive. The four vertices are expected to be coplanar; failure to do so can lead to undefined results. If you guys dont get it.. then well ya.. try harder...
August 14, 201312 yr are you kidding me ok i reaaaally gotta learn exactly whats wrong with ISBRH because it seems like its following absolutelly NO convention in minecraft Hey man! You should have known this Didn't we talk about how GUI's images are displayed just a few days ago You know there are no convention with minecraft code xP If you guys dont get it.. then well ya.. try harder...
August 14, 201312 yr A quad is a 4 vertex quadrilateral primitive. The four vertices are expected to be coplanar; failure to do so can lead to undefined results. coplanar! that's the word i was looking for. can't believe i already said the word "plane" and didn't think of it *facepalm* lol. @hydroflame i kid you not. if you look at RenderBlocks the only calls to glTranslatef you'll find is in renderBlockAsItem()
August 14, 201312 yr *flips tables*! Didn't we talk about how GUI's images are displayed just a few days ago You know there are no convention with minecraft code xP yes but gui, TESR and every Class<? extends Render> all have the same base push translate render pop while ISBRH is like : NOPE I DO WHAT I WANT *curse word also used for female dogs*!!!! how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Author So what's the verdict for translate? remove it? change to xyz? Also, I was under the impression that both of these are "quads". Is that correct? http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr ive been doign a bit of research and remove it completelly, it does it for you, and yes both of thsoe are quads (but i realise the tessellator ahs some mistake :\ how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Author Ok, I removed it. Nothing shows still, just an empty bounding box =/ http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr your model is probably lying around, try like placing this block, and removing all block aroudn it, you will probably see them floating around how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 14, 201312 yr Author nope, nowhere to be seen. The two faces I've made should just be full sides- specifically the top and one of the sides, correct? I made a huge tower of them, and nothing: http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 14, 201312 yr *stares blankly at the screen* ... what the fuck you remove ONLY GL11.glTranslated(0, 1, 1); right ? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 15, 201312 yr Author Yup, as far as I remember. This is my current code: package co.uk.silvania.roads.block.tess.renderers; import org.lwjgl.opengl.GL11; 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.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) { Tessellator tess = Tessellator.instance; GL11.glPushMatrix(); tess.addVertexWithUV(0, 1, 1, 0, 0); tess.addVertexWithUV(1, 1, 1, 0, 1); tess.addVertexWithUV(1, 1, 0, 1, 1); tess.addVertexWithUV(0, 1, 0, 1, 0); tess.addVertexWithUV(0, 0, 1, 0, 0); tess.addVertexWithUV(0, 1, 1, 0, 1); tess.addVertexWithUV(0, 1, 0, 1, 1); tess.addVertexWithUV(0, 0, 0, 1, 0); GL11.glPopMatrix(); return true; } @Override public boolean shouldRender3DInInventory() { return false; } @Override public int getRenderId() { return 0; } } http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
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