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[Solved] Trouble using RenderBlocks and a TileEntitySpecialRenderer


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Posted

I am attempting to make a block that will appear as another block in the game, depending on the id passed into it. To do this I am using a TileEntitySpecialRenderer, and calling RenderBlocks.renderBlockByRenderType, as shown below. This works perfectly for all 1mx1mx1m blocks, but it renders everything else at that size. For items that are not full blocks, but are using textures that are from full block (e.g. half slabs and fences), this just renders a full block using that texture (so a fence appears as oak planks). For other blocks (such as a cactus), there are just gaps between the textures. I don't have much experience with custom rendering in minecraft/forge, and was hoping that somebody could help.

 

From my TileEntitySpecialRenderer subclass:

 
@Override
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f) {
   TileEntityCamouflaged te = (TileEntityCamouflaged)tileEntity;
   Block block = te.getTextureBlock();
   RenderBlocks renderBlocks = new RenderBlocks(tileEntity.worldObj);
   renderBlocks.renderBlockByRenderType(block, te.xCoord, te.yCoord, te.zCoord);
}

 

Methods overwritten in my block class:

        @Override
public boolean renderAsNormalBlock() {
	return false;
}

@Override
public boolean isOpaqueCube() {
	return false;
}

@Override
public boolean shouldSideBeRendered(IBlockAccess blockAccess, int x, int y, int z, int side) {
	System.out.println("shouldSideBeRendered at " + x + ", " + y + ", " + z + " on side " + side);
	int newX = x;
	int newY = y;
	int newZ = z;

	//The x, y and z coordinates appear to change because of the side
	switch (side) {
	case 0:
		++newY;
		break;
	case 1:
		--newY;
		break;
	case 2:
		++newZ;
		break;
	case 3:
		--newZ;
		break;
	case 4:
		++newX;
		break;
	case 5:
		--newX;
		break;
	}

	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(newX, newY, newZ);
	if (tileEntity == null) return false;
	return tileEntity.getTextureBlock().shouldSideBeRendered(blockAccess, x, y, z, side);
}

@Override
public Icon getBlockTexture(IBlockAccess blockAccess, int x, int y, int z, int side) {
	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(x, y, z);
	return tileEntity.getTextureBlock().getBlockTexture(blockAccess, x, y, z, side);
}

@Override
public boolean isBlockSolid(IBlockAccess blockAccess, int x, int y, int z, int side) {
	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(x, y, z);
	return tileEntity.getTextureBlock().isBlockSolid(blockAccess, x, y, z, side);
}

@Override
public int colorMultiplier(IBlockAccess blockAccess, int x, int y, int z) {
	System.out.println("colorMultiplier at " + x + ", " + y + ", " + z);
	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(x, y, z);
	return tileEntity.getTextureBlock().colorMultiplier(blockAccess, x, y, z);
}

@Override
public void setBlockBoundsBasedOnState(IBlockAccess blockAccess, int x, int y, int z) {
	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(x, y, z);
	tileEntity.getTextureBlock().setBlockBoundsBasedOnState(blockAccess, x, y, z);
}

@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.getCollisionBoundingBoxFromPool(world, x, y, z);
}

@Override
public int getLightOpacity(World world, int x, int y, int z) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.getLightOpacity(world, x, y, z);
}

@Override
 public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int x, int y, int z) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.getSelectedBoundingBoxFromPool(world, x, y, z);
}

@Override
public boolean isBlockNormalCube(World world, int x, int y, int z) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.isBlockNormalCube(world, x, y, z);
}

@Override
public boolean isBlockSolidOnSide(World world, int x, int y, int z, ForgeDirection side) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.isBlockSolidOnSide(world, x, y, z, side);
}

//I am not sure about this one, though it fixes the rendering of ice, and doesn't appear to cause problems with anything that already worked.
@Override
public int getRenderBlockPass() {
	return 1;
}

Posted

How about these methods:

@Override
public void setBlockBoundsBasedOnState(IBlockAccess blockAccess, int x, int y, int z) {
	TileEntityCamouflaged tileEntity = (TileEntityCamouflaged)blockAccess.getBlockTileEntity(x, y, z);
	tileEntity.getTextureBlock().setBlockBoundsBasedOnState(blockAccess, x, y, z);
}

@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) {
	Block block = ((TileEntityCamouflaged)world.getBlockTileEntity(x, y, z)).getTextureBlock();
	return block.getCollisionBoundingBoxFromPool(world, x, y, z);
}

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted

I overrode those because I wanted the collision box to match up with what was shown, and at the moment that is working in the sense that the collision boxes are matching up with what is meant to be shown.

 

Thanks for the quick reply.

Posted

The block was rendering with a render type of 0 without the use of the special renderer as I had done nothing to stop this - that is why they took up a 1mx1m cube. Having stopped this, my render code does nothing. :(

Posted
  On 8/11/2013 at 1:28 PM, GotoLink said:

You should have a render type of -1 to use TESR.

 

That is how I stopped the block from rendering as 1mx1mx1m cubes, but now I'm finding that my TESR rendering code is drawing nothing despite being called, and I can't figure out why.

Posted
  On 8/11/2013 at 2:07 PM, GotoLink said:

renderBlocks.renderBlockByRenderType(block, te.xCoord, te.yCoord, te.zCoord);

This is the problem. Check what this method does.

 

It gets the render type of the block passed in, and then goes on to add vertexes to the tessellator instance based on the block passed in as the first parameter. It does call the right method (e.g. if I pass in a cobweb, then it calls the renderCrossedSquares function), and the methods are being called to add coordinates to the tessellator. I'm still not sure what I'm doing wrong.

Posted

Thank you! That was a stupid oversight on my part. I've got it working now.

 

That wasn't the only step to fixing this, so just in case anyone in the future is having trouble doing a similar thing, my rendering code now looks like this:

 

        @Override
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f) {
	TileEntityCamouflaged te = (TileEntityCamouflaged)tileEntity;
	Block block = te.getTextureBlock();

	Minecraft.getMinecraft().renderEngine.func_110577_a(TextureMap.field_110575_b);

	//Disable standard lighting. This is done the same as in TileEntityRendererPiston.
	RenderHelper.disableStandardItemLighting();
                GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                GL11.glEnable(GL11.GL_BLEND);
                //GL11.glDisable(GL11.GL_CULL_FACE); This was initially part of the code that was taken from the piston, but it was causing some of the rendering to look of, e.g. with a cobweb (it would look thicker as both sides were rendering due to this being disabled).

        if (Minecraft.isAmbientOcclusionEnabled())
        {
            GL11.glShadeModel(GL11.GL_SMOOTH);
        }
        else
        {
            GL11.glShadeModel(GL11.GL_FLAT);
        }
	GL11.glPushMatrix();
	GL11.glTranslated(d0, d1, d2);
	Tessellator tessellator = Tessellator.instance;
	tessellator.startDrawingQuads();
	RenderBlocks renderBlocks = new RenderBlocks(tileEntity.worldObj);

                //To get the block to render in the right place, I had to pass in 0, 0, 0 as the coordinates for renderBlockByRenderType. This however means that it will use the properties of the block at 0, 0, 0 for some things. This translation allows for the actual block coordinates to be passed in.
	tessellator.setTranslation(-te.xCoord, -te.yCoord, -te.zCoord);
	renderBlocks.renderBlockByRenderType(block, te.xCoord, te.yCoord, te.zCoord);
	tessellator.draw();
	tessellator.setTranslation(0, 0, 0);
	GL11.glPopMatrix();

	//Reset to standard lighting
	RenderHelper.enableStandardItemLighting();
}

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