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Posted

If its an all-the-time thing, the one on the right looks way better.

 

If its an angle-of-view issue, that would be annoying.  No idea what the problem is.

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

If its an all-the-time thing, the one on the right looks way better.

 

If its an angle-of-view issue, that would be annoying.  No idea what the problem is.

 

Well, it renders normally at some angles, but it's pretty rare. Personally it feels to me that it doesn't fit the style of the lamp and the fire kinda blends in when you look straight through the glass :/

If someone helps you, click that thank you button ;)

 

EasyTessellator library: http://www.minecraftforge.net/forum/index.php/topic,14705.0.html

Posted

Hi

 

I suspect that it might be a more general problem caused by alpha blending rendering.  It's important to render the polygons in reverse depth order (from furthest to nearest) when performing alpha blending rendering, otherwise the results aren't right

(see the first few paragraphs of

http://www.openglsuperbible.com/2013/08/20/is-order-independent-transparency-really-necessary/

)

 

I don't know an easy way to solve it.  You could perhaps try rendering as two models, one with all the opaque bits, then one with all the smoky glass.  Or alternatively, come up with four models with defined rendering order, that you switch between depending on the viewing direction.  But that's a pure guess and I actually have no idea if it will work!

 

Let us know if you crack it yeah? :-)

 

-TGG

Posted

Hi

 

I suspect that it might be a more general problem caused by alpha blending rendering.  It's important to render the polygons in reverse depth order (from furthest to nearest) when performing alpha blending rendering, otherwise the results aren't right

(see the first few paragraphs of

http://www.openglsuperbible.com/2013/08/20/is-order-independent-transparency-really-necessary/

)

 

I don't know an easy way to solve it.  You could perhaps try rendering as two models, one with all the opaque bits, then one with all the smoky glass.  Or alternatively, come up with four models with defined rendering order, that you switch between depending on the viewing direction.  But that's a pure guess and I actually have no idea if it will work!

 

Let us know if you crack it yeah? :-)

 

-TGG

 

Ok, I actually have the models separated to multiple model (lamp, glass, fire) and I tried to switch the order of rendering them, but it's still the same and I noticed that the fire is not even blending after recompiling.

 

Maybe try to look at the code if am doing something wrong: https://github.com/EnkeyMC/morelights/blob/master/renderers/ModelOldStreetLampRenderer.java

If someone helps you, click that thank you button ;)

 

EasyTessellator library: http://www.minecraftforge.net/forum/index.php/topic,14705.0.html

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