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Posted

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();
}

}

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

 

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 :)

@lex or @Alexiy

 

If you post a zip of your code somewhere I can download it and give it a try here.  I'm interested because I'm working on partially-transparent rendering at the moment myself.

 

-TGG

  • Author

I couldn't identify the issue, now I use ISimpleBlockRenderingHandler instead.

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