Jump to content

Tile rendering bug (1.6.4)


Alexiy

Recommended Posts

I have a Tile entity which sides can be "closed". When side is closed, it renders a rectangle at that side. But it doesn't render at certain angles, watch - http://www.youtube.com/watch?v=Lc0WRoUvs6c&feature=youtu.be.

 

Renderer:

public class HolderRenderer extends TileEntitySpecialRenderer
{

@SuppressWarnings("incomplete-switch")
@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f)
{
	TileeMover mover=(TileeMover) tileentity;
	glPushMatrix();
	glTranslated(x, y, z);
	glColor3f(0.6f, 0.2f, 0.8f);
	for(ForgeDirection direction:mover.closedSides)
	{
		glBegin(GL_QUADS);
		switch(direction)
		{
		case NORTH:
			glVertex3f(0, 0, 0.01f);
			glVertex3f(0, 1f, 0.01f);
			glVertex3f(1f, 1f,0.01f);
			glVertex3f(1f, 0,0.01f);
			glVertex3f(0, 0, 0.01f);
			glVertex3f(1f, 0,0.01f);
			glVertex3f(1f, 1f,0.01f);
			glVertex3f(0, 1f, 0.01f);
			glEnd();break;

		case EAST:
			glVertex3f(0.99f, 0, 0f);
			glVertex3f(0.99f, 1f, 0f);
			glVertex3f(0.99f, 1f,1f);
			glVertex3f(0.99f, 0,1f);

			glVertex3f(0.99f, 0, 0f);
			glVertex3f(0.99f, 0,1f);
			glVertex3f(0.99f, 1f,1f);
			glVertex3f(0.99f, 1f, 0f);
			glEnd();break;
		case WEST:
			glVertex3f(0.01f, 0, 0f);
			glVertex3f(0.01f, 0 ,1f);
			glVertex3f(0.01f, 1f,1f);
			glVertex3f(0.01f, 1f, 0f);

			glVertex3f(0.01f, 0, 0f);
			glVertex3f(0.01f, 1f, 0f);
			glVertex3f(0.01f, 1f,1f);
			glVertex3f(0.01f, 0 ,1f);
			glEnd();break;
		case SOUTH:
			glVertex3f(0, 0, 0.99f);
			glVertex3f(1, 0, 0.99f);
			glVertex3f(1f, 1,0.99f);
			glVertex3f(0, 1,0.99f);
			glVertex3f(0, 0, 0.99f);
			glVertex3f(0, 1,0.99f);
			glVertex3f(1f, 1,0.99f);
			glVertex3f(1, 0, 0.99f);
			glEnd();break;
		case DOWN:
			glVertex3f(0,0.01f, 0f);
			glVertex3f(1, 0.01f, 0f);
			glVertex3f(1f, 0.01f,1f);
			glVertex3f(0, 0.01f,1f);
			glVertex3f(0,0.01f, 0f);
			glVertex3f(0, 0.01f,1f);
			glVertex3f(1f, 0.01f,1f);
			glVertex3f(1, 0.01f, 0f);
			glEnd();break;
		case UP:
			glVertex3f(0,0.99f, 0f);
			glVertex3f(0, 0.99f,1f);
			glVertex3f(1f, 0.99f,1f);
			glVertex3f(1, 0.99f, 0f);

			glVertex3f(0,0.99f, 0f);
			glVertex3f(1, 0.99f, 0f);
			glVertex3f(1f, 0.99f,1f);
			glVertex3f(0, 0.99f,1f);
			glEnd();break;

		}
	}
	glPopMatrix();
}

}

Link to comment
Share on other sites

Hi

 

Some random ideas

 

* is the rendering wrong or is the side-closed-logic wrong?

* Is the black texture correct or does it look wrong?

 

* are you using alpha blending (drawing order can be important)?

* isOpaqueCube set to false?

* do you draw the list or are you relying on vanilla to do it?

* have you tried using Tessellator instead of direct calls to OpenGL?

* have you set all the necessary flags or is vanilla affecting it depending on what has just been drawn?

* starting coordinates provided by vanilla correct?

* does it only happen when you're far away? (TileEntity out of rendering range?)

 

-TGG

 

Link to comment
Share on other sites

I've had VERY simillar issues with trying to get transparent textures working on my tileEntity's.

 

I've been looking into this but haven't found anything yet, I'm going to keep an eye out on this thread in case you find a solution, of course ill post what i've done if i get it to work :)

Link to comment
Share on other sites

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.