Jump to content

Rendering a line


drazuam

Recommended Posts

Okay guys.  I'm throwing in the towel.  I'm a bit nooby, and I want to make a HUD mod.  Basically, I just need a way to render a line to the screen.  This line also needs to exist in three-dimensional space.

 

I've figured out how to actually render the line.  Thats not a huge issue ->

 

My problem is that once it's rendered, it's incredibly shaky.  I mean, REALLY shaky.

 

Have some code.  As of right now, everything is in a really basic state.  Mostly, I'm just trying to get the fundamental mechanics of it to work, then I'm going to make it functional.  As of right now, it just renders it to (9,9,9).

 

base mod:

package dmp.Charles;

import net.minecraft.client.Minecraft;
import net.minecraft.src.BaseMod;
import net.minecraftforge.event.ForgeSubscribe;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import dmp.utils.CommonProxy;
import dmp.utils.ClientProxy;

@Mod(modid="Charles", name="Charles map and logging system", version="0.1.0")
@NetworkMod(clientSideRequired=true, serverSideRequired=false)
public class Charles extends BaseMod {

	LineRenderer lineRenderer;

	public Charles ()
	{

	}

        // The instance of your mod that Forge uses.
        @Instance("Charles")
        public static Charles instance;
        
        // Says where the client and server 'proxy' code is loaded.
        @SidedProxy(clientSide="dmp.utils.ClientProxy", serverSide="dmp.utils.CommonProxy")
        public static CommonProxy proxy;

        
        @EventHandler
        public void preInit(FMLPreInitializationEvent event) {
                // Stub Method
        }
        
        @EventHandler
        public void load(FMLInitializationEvent event) {
                proxy.registerRenderers();
        }
        
        @EventHandler
        public void postInit(FMLPostInitializationEvent event) {
                // Stub Method
        }
        
        @ForgeSubscribe
        public void load()
        {}

	@Override
	public String getVersion() {
		// TODO Auto-generated method stub
		return null;
	}

}

 

 

Client Proxy:

 

package dmp.utils;

import cpw.mods.fml.common.registry.TickRegistry;
import net.minecraft.client.Minecraft;
import net.minecraftforge.client.MinecraftForgeClient;
import net.minecraftforge.common.MinecraftForge;
import dmp.utils.CommonProxy;
import dmp.Charles.LineRenderer;

public class ClientProxy extends CommonProxy {
        
        @Override
        public void registerRenderers() {
        	 MinecraftForge.EVENT_BUS.register(new LineRenderer(Minecraft.getMinecraft()));
        	 
        }
        

        
        
}

 

 

Line Renderer:

 

package dmp.Charles;

import net.minecraft.client.Minecraft;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.client.event.RenderWorldLastEvent;
import net.minecraftforge.event.ForgeSubscribe;

import org.lwjgl.opengl.GL11;

public class LineRenderer {


private Minecraft mc;

public LineRenderer(Minecraft mc)
{
	super();
	this.mc = mc;
}

@ForgeSubscribe
public void render(RenderWorldLastEvent event)
{
double doubleX = mc.thePlayer.posX - 0.5;
double doubleY = mc.thePlayer.posY + 0.12;
double doubleZ = mc.thePlayer.posZ - 0.5;

GL11.glPushMatrix();
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);


GL11.glLineWidth(6);
GL11.glTranslated(-doubleX, -doubleY, -doubleZ);
GL11.glColor3ub((byte)253,(byte)0,(byte)0);
float mx = 9;
float my = 9;
float mz = 9;
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glHint( GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST );
GL11.glBegin(GL11.GL_LINE_STRIP);

GL11.glVertex3f(mx+0.5f,my,mz+0.5f);
GL11.glVertex3f(mx-0.5f,my,mz+0.5f);
GL11.glEnd();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glPopMatrix();
}

}

Link to comment
Share on other sites

openGL isn't really good at rendering lines, do you think there could be another way to do that? what are you trying to do exactly ?, liek whats the goal behign drawing a line in the world

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

The problem you're having is that the update intervals of rendering and the player movement are different. The player position is changed each 1/20s, but your line rendering is updated every render frame (which is usually much faster than the 1/20s). Say you're doing a render at the half of a tick time passed. What you have to basically do is starting with the current position of the player at the current tick, and subtract the old position of the player from the previous (server) tick. if you then multiply this by how much you're 'in' the current tick  (0.5 in this case) you have the average of the two. Take a look at this code snippet to see what I mean:

 

double playerX = player.prevPosX + (player.posX - player.prevPosX) * event.partialTicks; 
double playerY = player.prevPosY + (player.posY - player.prevPosY) * event.partialTicks;
double playerZ = player.prevPosZ + (player.posZ - player.prevPosZ) * event.partialTicks;

Like you can see, the variable holding the value telling you how far you are in the current tick is called a 'partial tick', and can be retrieved from the RenderWorldLast event.

  • Like 1

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
    • I have no idea - switch to a pre-configured modpack and use it as working base    
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.