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ItemRender doesn't work.


CJCutrone9

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Getting a strange error on my Item Renderer, first, it renders it at the shoulder, and no matter what I do, it is always on the shoulder. Second It pulls up the minecraft sprite texture sheet instead of the one I gave it... I am not sure what is wrong, here is the Item renderer class though. I can provide a screenie if necessary.

 

 

 

package net.CJCutrone.LegendofZelda.render.Items;

 

import net.CJCutrone.LegendofZelda.common.LegendofZelda;

import net.CJCutrone.LegendofZelda.render.blocks.LegendofZeldaPot;

import net.minecraft.client.Minecraft;

import net.minecraft.client.renderer.ItemRenderer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.entity.Entity;

import net.minecraft.item.ItemStack;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.util.ResourceLocation;

import net.minecraftforge.client.IItemRenderer;

 

import org.lwjgl.opengl.GL11;

 

public class RenderScroll implements IItemRenderer{

 

private Scroll scroll;

 

private static final ResourceLocation texture = new ResourceLocation(LegendofZelda.modid,"textures/models/Scroll.png");

 

public RenderScroll(){

this.scroll = new Scroll();

}

 

public void renderTileEntityAt(TileEntity e, double x, double y, double z, float f) {

 

 

 

GL11.glScalef(1.4F, 1.4F, 1.4F);

 

GL11.glPushMatrix();

scroll.renderModel(0.0625F);

 

GL11.glPopMatrix();

}

 

@Override

public boolean handleRenderType(ItemStack item, ItemRenderType type) {

switch(type){

case EQUIPPED: return  true;

 

case EQUIPPED_FIRST_PERSON: return true;

 

case INVENTORY: return true;

}

return true;

}

 

@Override

public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,

ItemRendererHelper helper) {

 

return false;

}

 

@Override

public void renderItem(ItemRenderType type, ItemStack item, Object... data) {

 

switch(type){

case EQUIPPED:{

GL11.glPushMatrix();

 

this.scroll.renderModel(.0625F);

 

GL11.glTranslatef(0.5F, 20F, 0.5F);

GL11.glRotatef(1, 0F, 50F, 1F);

GL11.glPushMatrix();

Minecraft.getMinecraft().renderEngine.bindTexture(texture);

GL11.glPopMatrix();

GL11.glPopMatrix();

}

default:

break;

 

}

}

 

}

 

 

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Hi

 

Your posted code there looks pretty messed up I have to say.  Binding texture out of order, extra Pop and Pushes, a very large translate, and a strange looking rotate.  I'd suggest you get rid of all the translates and rotates, see where it renders, then add them back one at a time, a little bit at a time.

 

This link might help to figure out what range of coordinates you should be rendering over

http://greyminecraftcoder.blogspot.com.au/2013/09/custom-item-rendering-using.html

There's also some sample code which might be useful, although it uses Tessellator instead of Model.

http://greyminecraftcoder.blogspot.com.au/2013/09/sample-code-for-rendering-items.html

 

-TGG

 

 

 

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