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Posted

I have an existing function which draws a outline over an AABB (usually to highlight mobs or blocks):
 

    public static void drawLineBox(PoseStack matrixStack, AABB aabb, float r, float g, float b, float a) {
        Entity camEntity = MC.getCameraEntity();
        double d0 = camEntity.getX();
        double d1 = camEntity.getY() + camEntity.getEyeHeight();
        double d2 = camEntity.getZ();

        RenderSystem.depthMask(false); // disable showing lines through blocks
        VertexConsumer vertexConsumer = MC.renderBuffers().bufferSource().getBuffer(RenderType.lines());

        matrixStack.pushPose();
        matrixStack.translate(-d0, -d1, -d2); // because we start at 0,0,0 relative to camera
        LevelRenderer.renderLineBox(matrixStack, vertexConsumer, aabb, r, g, b, a);
        matrixStack.popPose();
    }

 

I want to adapt this code to draw solid overlays instead of just outlines. See this mockup as an example of what I mean:


1aWxBJi.png

 

I've noticed that RenderType.lines() can actually be swapped out for a variety of other types, including notably .solid() and .translucent() which sound like the things that I want.

However, when I replace .lines() in my above code with any other RenderType I get this error:

java.lang.IllegalStateException: Not filled all elements of the vertex
	at TRANSFORMER/minecraft@1.18.2/com.mojang.blaze3d.vertex.BufferBuilder.endVertex(BufferBuilder.java:249)
	at TRANSFORMER/minecraft@1.18.2/net.minecraft.client.renderer.LevelRenderer.renderLineBox(LevelRenderer.java:2313)
	at TRANSFORMER/minecraft@1.18.2/net.minecraft.client.renderer.LevelRenderer.renderLineBox(LevelRenderer.java:2297)
	at TRANSFORMER/reignofnether@0.0NONE/com.solegendary.reignofnether.util.MyRenderer.drawLineBox(MyRenderer.java:59)

Is there a guide anywhere for how to properly use these RenderTypes?

I am also interested in how all of the others are used too as it could be a useful tool in the future.

Posted

Things-that-are-not-lines require more than 2 vertices.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Ok so if I understand correctly, a vertex is created using this line:

vertexConsumer.vertex(matrix4f, x, y, z).color(r, g, b, a).normal(matrix3f, x, y, z).endVertex();

And for a square in my case I just copy with the appropriate coords 4 times.

While I see that the .vertex() takes in-world coordinates, the .normal() seems to be just 1, 0 or -1. How does that work?

In fact, while we're at it - is there any tutorial or docs you can provide that explain how all of the vertexConsumer functions are used? (namely uv, uv2, overlayCoords and normal)

Posted

Normals only have two possible directions and can generally be determined by the order in which the vertices are specified.
https://en.wikipedia.org/wiki/Normal_(geometry)

 

Minecraft's code is all a convenience wrapper around standard LWJGL calls, which is itself a Java wrapper around raw OpenGL instructions. UV coordinates are for textures.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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