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Projectiles render depending on angle


goindias

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Following the blaster tutorial but having issues with my projectiles.

They disappear depending on the angle I shoot them at. Generally looking up at them they are view-able and when I angle down they pixelate and disappear.

 

 

Anyone knows where I should look to debug this?

package com.example.examplemod.renders;

import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import com.example.examplemod.entities.BlasterPistolBolt;

public class RenderPlasmaBolt extends Render
{
private  int count =0;

public RenderPlasmaBolt(){
	count =0;
}    

public void doRenderPlasmaBolt(BlasterPistolBolt par1EntityArrow, double entityX, double entityY, double entityZ, float heading, float par9)
{

System.out.println("count:"+ count++);
	System.out.println( "x:"+ entityX   + "    y:"+ entityY  +"      z:"+ entityZ+"      u:"+heading+ "         v:"+ par9);
	GL11.glPushMatrix();
	GL11.glTranslatef((float)entityX, (float)entityY, (float)(entityZ+.01));
	GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
	//	 GL11.glDisable(GL11.GL_LIGHTING);
	Tessellator tessellator = Tessellator.instance;
	byte b0 = 0;
	//	 float f2 = 0.0F;
	//	 float f3 = 0.5F;
	//	 float f4 = (float)(0 + b0 * 10) / 32.0F;
	//	 float f5 = (float)(5 + b0 * 10) / 32.0F;
	//	 float f6 = 0.0F;
	//	 float f7 = 0.15625F;
	//	 float f8 = (float)(5 + b0 * 10) / 32.0F;
	//	 float f9 = (float)(10 + b0 * 10) / 32.0F;
	float f10 = 0.05625F;
	//	 GL11.glEnable(GL12.GL_RESCALE_NORMAL);
	float f11 = (float)0 - par9;
//		if (f11 > 0.0F)
//		{
//			float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
//			GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
//		}
	GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
	GL11.glScalef(f10, f10, f10);
	GL11.glTranslatef(-4.0F, 0.0F, 1.3F);
	GL11.glNormal3f(f10, 0.0F, 0.0F);
	GL11.glDisable(GL11.GL_LIGHTING);
	tessellator.startDrawingQuads();
	tessellator.setColorRGBA(220, 10, 10, 220);
	tessellator.addVertex(-10.0D, -2.0D, -2.0D);
	tessellator.addVertex(-7.0D, -2.0D, 2.0D);
	tessellator.addVertex(-7.0D, 2.0D, 2.0D);
	tessellator.addVertex(-7.0D, 2.0D, -2.0D);
	tessellator.draw();

	tessellator.startDrawingQuads();
	tessellator.setColorRGBA(10, 220, 10, 220);
	tessellator.addVertex(-7.0D, 2.0D, -2.0D);
	tessellator.addVertex(-7.0D, 2.0D, 2.0D);
	tessellator.addVertex(-7.0D, -2.0D, 2.0D);
	tessellator.addVertex(-7.0D, -2.0D, -2.0D);
	GL11.glNormal3f(-f10, 0.0F, 0.0F);
	tessellator.draw();
	for (int i = 0; i < 8; ++i)
	{
		GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
		GL11.glNormal3f(0.0F, 0.0F, f10);
		GL11.glDisable(GL11.GL_LIGHTING);
		tessellator.startDrawingQuads();

		tessellator.setColorRGBA(10, 10, 220, 220);
		tessellator.addVertex(-8.0D, -2.0D, 0.0D);
		tessellator.addVertex(8.0D, -2.0D, 0.0D);
		tessellator.addVertex(8.0D, 2.0D, 0.0D);
		tessellator.addVertex(-8.0D, 2.0D, 0.0D);
		tessellator.draw();
	}
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}


public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{

	this.doRenderPlasmaBolt((BlasterPistolBolt)par1Entity, par2, par4, par6, par8, par9);
}

@Override
protected ResourceLocation getEntityTexture(Entity entity) {
	// TODO Auto-generated method stub
	return null;
}

}

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Hi

 

I once saw something very similar when I rendered two faces on top of each other (like you are doing) with back face culling off.

 

Perhaps try GL11.glEnable(GL11.GL_CULL_FACE);  before your rendering

 

Alternatively, you could use Techne instead of the tessellator, much more user-friendly than Tessellator...

http://techne.zeux.me/Techne

 

-TGG

 

-TGG

 

 

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So disabling face culling is definitely something I wanted, but it isn't resolving my issue.

 

I simplified my renderer to just render a red square that travels a short distance and then stops.

Most angles they all look like I would expect but some viewing angles they still go partly invisible/pixelated.

It affects all of the squares produced by my renderer regardless of their orientation to the viewing angle.

 

 

Still have no idea what setting causes this. I've played with the GL settings I could find that looked relevant and upgraded my drivers just in case.

package com.example.examplemod.renders;

import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import com.example.examplemod.entities.BlasterPistolBolt;

public class RenderPlasmaBolt extends Render
{
private  int count =0;

public RenderPlasmaBolt(){
	count =0;
}    

public void doRenderPlasmaBolt(BlasterPistolBolt par1EntityArrow, double entityX, double entityY, double entityZ, float heading, float par9)
{


	System.out.println( "x:"+ entityX   + "    y:"+ entityY  +"      z:"+ entityZ+"      u:"+heading+ "         v:"+ par9);
	GL11.glPushMatrix();

	GL11.glTranslatef((float)entityX, (float)entityY, (float)(entityZ+.01));
	GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);
	GL11.glDisable(GL11.GL_CULL_FACE);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glShadeModel(GL11.GL_SMOOTH);
	GL11.glEnable(GL11.GL_COLOR_MATERIAL);

	Tessellator tessellator = Tessellator.instance;

	float f10 = 0.05625F;


//	GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
	GL11.glScalef(f10, f10, f10);
	GL11.glTranslatef(-5.0F, -1.0F, 1.3F);
	GL11.glNormal3f(f10, 0.0F, 0.0F);
	tessellator.startDrawingQuads();

	tessellator.setColorRGBA(220, 10, 10, 220);
	tessellator.addVertex(-7.0D, -2.0D, -2.0D);
	tessellator.addVertex(-7.0D, -2.0D, 2.0D);
	tessellator.addVertex(-7.0D, 2.0D, 2.0D);
	tessellator.addVertex(-7.0D, 2.0D, -2.0D);

	tessellator.draw();
//		GL11.glDisable(GL11.GL_CULL_FACE);
//		tessellator.startDrawingQuads();
//		tessellator.setColorRGBA(10, 220, 10, 220);
//		tessellator.addVertex(-7.0D, 2.0D, -2.0D);
//		tessellator.addVertex(-7.0D, 2.0D, 2.0D);
//		tessellator.addVertex(-7.0D, -2.0D, 2.0D);
//		tessellator.addVertex(-7.0D, -2.0D, -2.0D);
//		GL11.glNormal3f(-f10, 0.0F, 0.0F);
//		GL11.glDisable(GL11.GL_CULL_FACE);
//		tessellator.draw();
//		GL11.glDisable(GL11.GL_CULL_FACE);
//		for (int i = 0; i < 8; ++i)
//		{
//			GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
//			GL11.glNormal3f(0.0F, 0.0F, f10);
//			GL11.glDisable(GL11.GL_LIGHTING);
//			tessellator.startDrawingQuads();
//
//			tessellator.setColorRGBA(10, 10, 220, 220);
//			tessellator.addVertex(-8.0D, -2.0D, 0.0D);
//			tessellator.addVertex(8.0D, -2.0D, 0.0D);
//			tessellator.addVertex(8.0D, 2.0D, 0.0D);
//			tessellator.addVertex(-8.0D, 2.0D, 0.0D);
//			GL11.glDisable(GL11.GL_CULL_FACE);
//			tessellator.draw();
//			GL11.glDisable(GL11.GL_CULL_FACE);
//		}

	GL11.glPopMatrix();
}


public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{

	this.doRenderPlasmaBolt((BlasterPistolBolt)par1Entity, par2, par4, par6, par8, par9);
}

@Override
protected ResourceLocation getEntityTexture(Entity entity) {
	// TODO Auto-generated method stub
	return null;
}

}

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