SoLegendary Posted April 15, 2023 Share Posted April 15, 2023 My mod is often viewed from far distances (up to 100s of blocks away), which means that the crack overlay textures from blocks being destroyed aren't being rendered (I have custom mobs that break blocks with these overlays applied). I am applying the destroyProgress textures like this (clientside): this.mob.level.destroyBlockProgress(this.mob.getId(), this.gatherTarget, gatherProgress); How can I extend the range that they are rendered at? Quote Link to comment Share on other sites More sharing options...
warjort Posted April 15, 2023 Share Posted April 15, 2023 It is hardwired to sqrt(1024) = 32 blocks in LevelRenderer.renderLevel() - see the code after profilerFiller.popPush("destroyProgress") Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post. Link to comment Share on other sites More sharing options...
SoLegendary Posted April 16, 2023 Author Share Posted April 16, 2023 Thanks, maybe I can try working around it with mixins Quote Link to comment Share on other sites More sharing options...
SoLegendary Posted April 16, 2023 Author Share Posted April 16, 2023 In case anyone else has this very specific problem managed to solve it by writing a mixin for LevelRenderer.renderLevel() with just the blockDestructionProgress snippet but with the > 1024 condition reversed: // rerun blockDestroyProgress actions but with > sqrt(1024) range @Inject( method = "renderLevel", at = @At("TAIL") ) private void renderLevel(PoseStack pPoseStack, float pPartialTick, long pFinishNanoTime, boolean pRenderBlockOutline, Camera pCamera, GameRenderer pGameRenderer, LightTexture pLightTexture, Matrix4f pProjectionMatrix, CallbackInfo ci) { Vec3 vec3 = pCamera.getPosition(); double d0 = vec3.x(); double d1 = vec3.y(); double d2 = vec3.z(); ObjectIterator var42 = this.destructionProgress.long2ObjectEntrySet().iterator(); while (var42.hasNext()) { Long2ObjectMap.Entry<SortedSet<BlockDestructionProgress>> entry = (Long2ObjectMap.Entry) var42.next(); BlockPos blockpos2 = BlockPos.of(entry.getLongKey()); double d3 = (double) blockpos2.getX() - d0; double d4 = (double) blockpos2.getY() - d1; double d5 = (double) blockpos2.getZ() - d2; if ((d3 * d3 + d4 * d4 + d5 * d5 > 1024.0)) { SortedSet<BlockDestructionProgress> sortedset1 = (SortedSet) entry.getValue(); if (sortedset1 != null && !sortedset1.isEmpty()) { int k1 = (sortedset1.last()).getProgress(); pPoseStack.pushPose(); pPoseStack.translate((double) blockpos2.getX() - d0, (double) blockpos2.getY() - d1, (double) blockpos2.getZ() - d2); PoseStack.Pose posestack$pose = pPoseStack.last(); VertexConsumer vertexconsumer1 = new SheetedDecalTextureGenerator(this.renderBuffers.crumblingBufferSource().getBuffer((RenderType) ModelBakery.DESTROY_TYPES.get(k1)), posestack$pose.pose(), posestack$pose.normal()); ModelData modelData = this.level.getModelDataManager().getAt(blockpos2); this.minecraft.getBlockRenderer().renderBreakingTexture(this.level.getBlockState(blockpos2), blockpos2, this.level, pPoseStack, vertexconsumer1, modelData == null ? ModelData.EMPTY : modelData); pPoseStack.popPose(); } } } } Quote Link to comment Share on other sites More sharing options...
warjort Posted April 16, 2023 Share Posted April 16, 2023 Why are you doing it with a mixin? The end of renderLevel() is almost certainly the wrong place. You will likely break the transparency rendering? Use this event with stage AFTER_BLOCK_ENTITIES which gets called just before the vanilla rendering code. https://github.com/MinecraftForge/MinecraftForge/blob/01846c729a21c13cb86447c4e233b83a314b6856/src/main/java/net/minecraftforge/client/event/RenderLevelStageEvent.java That way your code will be in the right place. Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post. Link to comment Share on other sites More sharing options...
Recommended Posts
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.