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Posted (edited)

I've got this function which is adapted from InventoryScreen.renderEntityInInventory which I'm using to render the model of entities on the screen:

https://pastebin.com/2YHWqRW8

In the same class I'm running the code in this event:

    @SubscribeEvent
    public static void onRenderOverlay(RenderGameOverlayEvent.Post evt) {
        if (selectedUnit != null)
            drawEntityOnScreen(evt.getMatrixStack(), 20, 35, 13, -80, -20, (LivingEntity) selectedUnit, 1.0f);
    }

The model is drawn correctly on screen. However, I also have this code which draws a white box outline around the selectedUnit entity:

https://pastebin.com/sJedbRH8

Run in this event:

    @SubscribeEvent
    public static void onRenderWorld(RenderLevelLastEvent evt) {
        if (hudSelectedUnitClass != null)
            MyRenderer.drawEntityOutline(evt.getPoseStack(), hudSelectedUnitClass, 0.5f);
    }

When my drawEntityOnScreen function is run and draws the model on screen, this outline stops being shown, despite the code still running. When I comment out the RenderSystem.runAsFancy snippet (the bit that has the TODO comment) then the outline reappears. I'm really confused by this behaviour and it also happens when I put the events in different classes.

Edited by SoLegendary
Added code for drawEntityOutline
Posted

Ok so finally found out this issue only seems to happen when I'm in spectator mode. Strangely, I can still render either the outlines or the entity on screen separately while in spectator, just never at the same time. Outside of spectator mode I can render whatever I want at the same time.

Anyone know how I can resolve this? My mod relies on the player being in spectator mode most of the time.

Posted (edited)

Ok now I've realised that it is not the fact that the outlines are not being rendered at all, but instead in completely incorrect positions. For some reason, being in spectator mode causes the outlines to be draw up in the sky, in wildly different positions than expected.

From what I understood posestacks, once pushed, modified and popped, can't (or at least shouldn't) affect subsequent rendering functions. However, this one seems to. The specific function that causes this to happen is entityrenderdispatcher.render() as if I comment it out this outine-in-the-sky bug doesn't happen, whether in spectator or creative.

For the following comparison photos, I draw an outline around every entity in render distance and either enable or disable my renderEntityInInventory function (which draws the creeper at the top left of the screen):

Spectator mode render-in-inventory enabled

C6pqhwv.png

 

Spectator mode render-in-inventory disabled

j5REiQY.png

 

Creative mode render-in-inventory enabled

ivu60GE.png

 

Creative mode render-in-inventory disabled

ruYLXre.png

Edited by SoLegendary

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