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Posted

Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod

I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders

Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout

@Override
    public void render(CrowEntity p_entity, float entityYaw, float partialTick,
                       PoseStack poseStack, MultiBufferSource bufferSource,
                       int packedLight) {
        super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource,
                packedLight);

        ClientEventHandler.getClient().crow.renderToBuffer(poseStack,
                bufferSource.getBuffer(ClientEventHandler.getClient().crow
                        .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY,
                Utils.rgb(255, 255, 255));
    }

Here renderLevelStage

@Override
    public void renderWorld(RenderLevelStageEvent e) {
        horrorEvents.draw(e);
    }

Here is how i render every event

  public void draw(RenderLevelStageEvent e) {
        for (HorrorEvent event : currentHorrorEvents) {
            event.tick(e.getPartialTick());
            event.draw(e);
        }
    }

Here is how i render the crow model on the event

@Override
    public void draw(RenderLevelStageEvent e) {
        if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) {

            float arcProgress = getArcProgress(0.25f);
            int alpha = (int) Mth.lerp(arcProgress, 0, 255);

            int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level,
                    blockPos);

            VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow);

            Crow<CreepyBirdHorrorEvent> model = ClientEventHandler
                    .getClient().crow;
            model.setupAnim(this);
            RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(),
                    e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY,
                    alpha);

            builder = ClientEventHandler.bufferSource.getBuffer(eyes);

            RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(),
                    e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY,
                    alpha);
        }
    }

How i render the model

public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset,
                                          Camera camera, PoseStack matrix, VertexConsumer builder, int light,
                                          int overlay, int alpha) {

        matrix.pushPose();

        Vec3 cameraPos = camera.getPosition();

        double finalX = pos.x - cameraPos.x + offset.x;
        double finalY = pos.y - cameraPos.y + offset.y;
        double finalZ = pos.z - cameraPos.z + offset.z;

        matrix.pushPose();
        matrix.translate(finalX, finalY, finalZ);

        matrix.mulPose(Axis.XP.rotationDegrees(180f));

        model.renderToBuffer(matrix, builder, light, overlay, Utils
                .rgba(255, 255, 255, alpha));

        matrix.popPose();

        matrix.popPose();

    }

Thanks in advance

Posted

Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render.

Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again.

I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible.

So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.

Posted

Hello, probably the last update, if anyone has the same problem or this can be of any help, the answer was pretty simple, textures started rendering just using a Tesselator instead of a VertexConsumer given by a MultibufferSource and a RenderType, pretty simple

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