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Posted

@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-

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Posted

@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 :P

Posted

@pelep, what would you do if you need to draw more complex models ? ones cant use icons :P

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

-hydroflame, author of the forge revolution-

Posted

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

Posted

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 xD

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

-hydroflame, author of the forge revolution-

Posted

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

520b7db7b5dfa.jpg

 

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)

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

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-

Posted

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 O.o

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

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;
    }

Posted

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-

Posted
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 O.o

 

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

Posted

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 :/

Posted

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-

Posted

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 O.o

 

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...

Posted

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...

Posted

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()

Posted

*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-

Posted

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-

Posted

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-

Posted

*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-

Posted

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;
}
}

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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