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I'm making a wallpaper mod and I want to change the side of a block by rendering needed block with a little offset. To do this, I save the blockstate of the wanted blocks for each side and in the render() function I read blockstate from nbt and try to render these blockstates for the each side. Blocks are not rendered. Obviously I'm missing something but I can't figure out what.

    @Override
    public void render(TileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer renderTypeBuffer, int combinedLight, int combinedOverlay) {

        CompoundNBT compoundNBT = tileEntity.getTileData();
        BlockState camoStateUp = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_up"));
        BlockState camoStateDown = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_down"));
        BlockState camoStateNorth = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_north"));
        BlockState camoStateSouth = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_south"));
        BlockState camoStateEast = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_east"));
        BlockState camoStateWest = NBTUtil.readBlockState(compoundNBT.getCompound("camo_state_west"));

        matrixStack.pushPose();

        if (camoStateUp != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(0, 0.1, 0);
            mc().getBlockRenderer().renderBlock(camoStateUp, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
        }

        if (camoStateDown != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(0, -0.2, 0);
            mc().getBlockRenderer().renderBlock(camoStateDown, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
            matrixStack.translate(0, 0.2, 0);
        }

        if (camoStateNorth != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(0, 0, -0.1);
            mc().getBlockRenderer().renderBlock(camoStateNorth, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
        }

        if (camoStateSouth != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(0, 0, 0.2);
            mc().getBlockRenderer().renderBlock(camoStateSouth, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
            matrixStack.translate(0, -0.1, -0.2);
        }

        if (camoStateEast != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(0.1, 0, 0);
            mc().getBlockRenderer().renderBlock(camoStateEast, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
        }

        if (camoStateWest != Blocks.AIR.defaultBlockState()) {
            matrixStack.translate(-0.2, 0, 0);
            mc().getBlockRenderer().renderBlock(camoStateWest, matrixStack, renderTypeBuffer, combinedLight, combinedOverlay, EmptyModelData.INSTANCE);
        }

        matrixStack.popPose();
    }

 

Posted
3 hours ago, diesieben07 said:

Do not use getTileData for your own tile entities. Simply store the data in your TileEntity normally.

Note also that you will need to sync the block states to the client for them to be available there.

 

Thanks, it worked. Now I would like to know how can I disable rendering of specific sides for these blockstates.

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