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Posted

How do you render a normal looking block within a custom renderer? The renderer changes depending on different factors but sometimes it should look like a regular block, how do I do this without just drawing 6 separate squares with tessalator (it doesn't look right when you do that).

Posted

You mean like

 

renderer.renderBlockUsingTexture(Block.stone, x, y, z, textureIcon);

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.

 

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Posted

If you want to get fancy you can even use

RenderBlocks render = new RenderBlocks(te.worldObj);

render.renderBlockAsItem(Block.dirt, 0, te.brightness());

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

Posted

If you want to get fancy you can even use

RenderBlocks render = new RenderBlocks(te.worldObj);

render.renderBlockAsItem(Block.dirt, 0, te.brightness());

 

!!!

Do not create a new renderer, one is passed to you for all special renderers.  Creating a new one will likely give you an "already tesselating" error.

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

Okay I don't think I was very clear. Here is my renderer file.

 

package flayr.lensoftruth.tileentities;

import i.will.skip.the.imports

public class InvisibleBlockRenderer extends TileEntitySpecialRenderer{
@SideOnly(Side.CLIENT)
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {

	ItemStack heldItem = Minecraft.getMinecraft().thePlayer.getHeldItem();
   	        ItemStack lens = new ItemStack(LensOfTruth.truthLens);
	if (heldItem != null && ItemStack.areItemStacksEqual(heldItem, lens)) {

	ResourceLocation rl = new ResourceLocation("lensoftruth:textures/blocks/invisibleBlock.png");
	Minecraft.getMinecraft().renderEngine.bindTexture(rl);

Tessellator tessellator = Tessellator.instance;
        GL11.glPushMatrix();
        GL11.glTranslated(x, y, z);
        GL11.glNormal3f(0.0F, 10.0F, 0.0F);
        
// Rendering Code        

        GL11.glPopMatrix();
	}
}
}

I have already made a version that used tessalator to individually render all six sides when truthLens is held, however the result looks strange(textures glitch a bit on movement) and it also does not seem like the overall best option. Is there a way to access the regular block rendering code instead?

Posted

If you're trying to render a standard cube, use an ISimpleBlockRenderingHandler not a TileEntitySpecialRenderer

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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