Jump to content

[Solved]Font color display wrong when tile entity towards the south or the north


RoriPantsu

Recommended Posts

vohIKPN.png

 

 

I refer to the code of original sign to make a custom signs.In editing screen,font color display correct in any direction,but after editing,font color display wrong when the sign towards the south or the north ,as shown in figure.How can I solve this problem?

 

Thank Reply  :)

 

-------------------------------------------------------------

 

Finally, after collating the  code of original sign once again, I have found the mistake. As shown in the following Comment of code.

 

TileEntityLargeSignRenderer.class

package com.roripantsu.largesign.tileentity;
import org.apache.commons.lang3.text.StrBuilder;
import org.lwjgl.opengl.GL11;
import com.roripantsu.largesign.gui.CustomFontRenderer;
import com.roripantsu.largesign.gui.CustomFontStyleButtons;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;

public class TileEntityLargeSignRenderer extends TileEntitySpecialRenderer {

private Minecraft MC=Minecraft.getMinecraft();
private CustomFontRenderer fontrenderer;
public static TileEntityLargeSignRenderer instance = new TileEntityLargeSignRenderer();
private static final ResourceLocation textureLocation = new ResourceLocation("largesign:textures/blocks/block_large_sign.png");
private final Model_LargeSign modelLargeSign = new Model_LargeSign();


void renderLargeSign(TileEntityLargeSign tileEntityLargeSign, double render_xCoord, double render_yCoord,
double render_zCoord, float FL) {

     String str = tileEntityLargeSign.largeSignText[0];
     float[] adjust={tileEntityLargeSign.scaleAdjust,tileEntityLargeSign.XAdjust,tileEntityLargeSign.YAdjust};
    
     if(str==null)
         str = "";
    
     int color= tileEntityLargeSign.largeSignTextColor;
     boolean hasShadow=tileEntityLargeSign.hasShadow;
    

int j = MC.theWorld.getBlockMetadata(tileEntityLargeSign.xCoord,
     tileEntityLargeSign.yCoord, tileEntityLargeSign.zCoord);

    
     float rotateAngle = 0.0F;
    
     GL11.glPushMatrix();

     if (j == 2)
     {
         rotateAngle = 180.0F;
     }
     if (j == 4)
     {
         rotateAngle = 90.0F;
     }
     if (j == 5)
     {
         rotateAngle = -90.0F;
     }
     GL11.glTranslatef((float)render_xCoord+0.5F, (float)render_yCoord+0.5F, (float)render_zCoord+0.5F);
     GL11.glRotatef(-rotateAngle, 0.0F, 1.0F, 0.0F);
     this.bindTexture(textureLocation);
     GL11.glPushMatrix();
     GL11.glScalef(1F, -0.875F, -0.5F);
     this.modelLargeSign.renderLargeSign((Entity)null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1/16F);
     GL11.glPopMatrix();
    
     this.fontrenderer =new CustomFontRenderer(this.MC.gameSettings, new ResourceLocation("textures/font/ascii.png"),this.MC.renderEngine, true);
    
    
     int stringWidth=this.fontrenderer.getStringWidth(str);
     float scaleParam=stringWidth<=72?(stringWidth<=63?(stringWidth<=54?(stringWidth<=45?(stringWidth<=36?(stringWidth<=27?(stringWidth<=18?(stringWidth<=9?90F:50F):35F):26F):21F):17F):15F):13F):11F;
    
        
    
     GL11.glTranslatef(0.0F, -0F, -0.435F);
//wrong
     /*GL11.glScalef( (scaleParam+adjust[0])/1000F, -(scaleParam+adjust[0])/1000F, 0F);
     GL11.glNormal3f(0.0F, 0.0F, -1.0F * 0.017F);*/
//correct
     GL11.glScalef( (scaleParam+adjust[0])/1000F, -(scaleParam+adjust[0])/1000F, (scaleParam+adjust[0])/1000F);
     GL11.glNormal3f(0.0F, 0.0F, -1.0F * (scaleParam+adjust[0])/1000F);
     GL11.glDepthMask(false);
     GL11.glEnable(GL11.GL_BLEND);
    
    
     this.fontrenderer.drawString(str, -this.fontrenderer.getStringWidth(str)/ 2.0F+adjust[1], -4.5F+adjust[2], color,hasShadow);
    
     GL11.glDepthMask(true);
     GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
     GL11.glPopMatrix();
    
}

public void renderTileEntityAt(TileEntity tileEntity, double render_xCoord, double render_yCoord,
double render_zCoord, float FL) {
this.renderLargeSign((TileEntityLargeSign)tileEntity,render_xCoord,render_yCoord,render_zCoord,FL);

}
}

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.



×
×
  • Create New...

Important Information

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