Jump to content

Recommended Posts

Posted

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.

Posted
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()

Posted

@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?

Posted
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().

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.