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Rendering block position outlines for newer versions


PaulBB

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Hi all,

I only recently updated my forge mod from version 1.12.2 and im currently learning about the changes to rendering.

From Forge 1.12.2 this is how you would render an outline around a blockpos:
 

           Minecraft mc = Minecraft.getInstance();
            PlayerEntity player = mc.player;

            GL11.glPushMatrix();
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glLineWidth(2);
            GL11.glBegin(GL11.GL_LINES);
            GL11.glColor4f(red.getValueF(), green.getValueF(), blue.getValueF(), 1f);

            assert player != null;
            double startX = pos.getX() - player.getPosX();
            double startY = pos.getY() - player.getPosY();
            double startZ = pos.getZ() - player.getPosZ();
            double endX = startX + 1.0;
            double endY = startY + 1.0;
            double endZ = startZ + 1.0;

            GL11.glVertex3d(startX, startY, startZ);
            GL11.glVertex3d(endX, startY, startZ);

            GL11.glVertex3d(startX, startY, startZ);
            GL11.glVertex3d(startX, startY, endZ);

            GL11.glVertex3d(endX, startY, startZ);
            GL11.glVertex3d(endX, startY, endZ);

            GL11.glVertex3d(startX, startY, endZ);
            GL11.glVertex3d(endX, startY, endZ);

            GL11.glVertex3d(startX, endY, startZ);
            GL11.glVertex3d(endX, endY, startZ);

            GL11.glVertex3d(startX, endY, startZ);
            GL11.glVertex3d(startX, endY, endZ);

            GL11.glVertex3d(endX, endY, startZ);
            GL11.glVertex3d(endX, endY, endZ);

            GL11.glVertex3d(startX, endY, endZ);
            GL11.glVertex3d(endX, endY, endZ);

            GL11.glVertex3d(startX, startY, startZ);
            GL11.glVertex3d(startX, endY, startZ);

            GL11.glVertex3d(startX, startY, endZ);
            GL11.glVertex3d(startX, endY, endZ);

            GL11.glVertex3d(endX, startY, startZ);
            GL11.glVertex3d(endX, endY, startZ);

            GL11.glVertex3d(endX, startY, endZ);
            GL11.glVertex3d(endX, endY, endZ);

            GL11.glEnd();
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glPopMatrix();


When substituting this code, It no longer works, Atleast not how its supposed to work.

So if someone could educate me on how i can achieve the same result in the newer versions of the rendering system it would be greatly appreciated.

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On 1/24/2024 at 6:34 AM, PaulBB said:

So if someone could educate me on how i can achieve the same result in the newer versions of the rendering system it would be greatly appreciated.

You can use LevelRenderer.renderVoxelShape()

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37 minutes ago, PaulBB said:

@vemerion Ah, I see LevelRenderer. To clarify, should the methods be triggered in 'RenderWorldLastEvent'? Is it just that method being used, or are there additional settings, etc., to wrap around the method?

Yes, 'RenderWorldLastEvent' should work (although it is called 'RenderLevelLastEvent' in 1.19 and was replaced by 'RenderLevelStageEvent' in 1.20 so I wonder what version you are porting to 🤔). Mostly it is just important to get the parameters right, but there might be some RenderSystem stuff that should be set before. You can look in the vanilla source code what they do when calling renderVoxelShape().

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