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Posted

I have made an Item Model but no matter what I do the model renders sideways. Does anyone have a solution?

 

(Render)

		GL11.glPushMatrix();
		GL11.glScalef(0.5F, 0.3F, 0.3F);
		GL11.glTranslatef(0.5F, 1.5F, -0.15F);
		GL11.glRotatef(180F, 0F, 5F, -5F);
		Minecraft.getMinecraft().renderEngine.bindTexture(tex);
		model.renderModel(.0625F);
		GL11.glPopMatrix();

 

YLKI3Xw.png

Posted

*fishes for example*  See in the RenderBiped how it handles bow rotation?

 

if (var4.itemID == Item.bow.shiftedIndex)
{
    var6 = 0.625F;
    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
    GL11.glScalef(var6, -var6, var6);
    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}

 

I'm not that great at OpenGL, but from what I know, the method glRotatef has the values angle, float x, float y, float z. Determining on what those x, y, and z axis values are determines how it rotates. Keep trying.

Posted

*fishes for example*  See in the RenderBiped how it handles bow rotation?

 

if (var4.itemID == Item.bow.shiftedIndex)
{
    var6 = 0.625F;
    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
    GL11.glScalef(var6, -var6, var6);
    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}

 

I'm not that great at OpenGL, but from what I know, the method glRotatef has the values angle, float x, float y, float z. Determining on what those x, y, and z axis values are determines how it rotates. Keep trying.

 

Thanks, I did not realize that using 3 different rotation methods would help. -_-xD OpenGL is confusing.

Posted

You would probably want two transformations for your gun model. One is used when the gun is just being carried/held in the hand. The other would be used when you are actively firing the gun (like when the box is activated and drawn.)

For my purposes, I'd find a way to determine the hand location - translate so the pistol grip of the gun is at that point, then do my rotations to align with sight or carry attitude. Then reverse translate back to model coordinates and draw your model.

glRotatef(angle, ax, ay, az)

expects that (ax, ay, az) form a unit vector, so if you know the vector normal to the plane of rotation that is the axis of rotation. Use the right hand rule (make s fist and point extended thumb in direction of axis, then curled fingers point in positive direction of rotation) to find angle of rotation (angle).

A unit vector is a vector whose magnitude is exactly 1. so, (1.0,0.0,0,0) is one, as is (0.0,1.0,0.0). The magnitude is found with the square-root of the sum of the squares formula.

sqrt(x*x + y*y + z*z)

To make a vector into a unit vector divide each ordinate by the magnitude of the vector thus: unitize(V) = vector(V.x/M, V.y/M, v.z/M) where M is given above as the magnitude formula.

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