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Render Oddities


david476

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Render Code:

package modularships.renderstuff;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;

import com.DEBmods.modularships.EntityShipBlock;
import com.DEBmods.modularships.modularshipsINIT;

import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import renderstuff.models.ModelShipBlock;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderShipBlock extends Render
{
    private static final ResourceLocation texture = new ResourceLocation(modularshipsINIT.MODID + ":textures/entity/shipblockentity.png");
    /** instance of modelShipBlock for rendering */
    protected ModelShipBlock modelShipBlock;
    public RenderShipBlock()
    {
        this.shadowSize = 0.5F;
        this.modelShipBlock = new ModelShipBlock();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probability, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityShipBlock par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
    	if (par1EntityShipBlock.axisF == "x-") {
    		modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Zoff * 16);
        }else if (par1EntityShipBlock.axisF == "z-") {
        	modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Xoff * 16);
        }else if (par1EntityShipBlock.axisF == "x") {
        	modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Zoff * 16);
        }else if (par1EntityShipBlock.axisF == "z") {
        	modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Xoff * 16);
        }
    	
    	float EntityPitch = par1EntityShipBlock.rotationPitch;
    	float EntityRoll = par1EntityShipBlock.rotationRoll;
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2 - par1EntityShipBlock.Xoff, (float)par4 - par1EntityShipBlock.Yoff, (float)par6 - par1EntityShipBlock.Zoff);
        GL11.glRotatef(par8 - 180, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(EntityPitch, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef(EntityRoll, 1.0F, 0.0F, 0.0F);
        float f4 = 0.75F;
        GL11.glScalef(f4, f4, f4);
        GL11.glScalef(1.0F / f4, 1.0F / f4, 1.0F / f4);
        this.bindEntityTexture(par1EntityShipBlock);
        GL11.glScalef(-1.0F, -1.0F, 1.0F);
        this.modelShipBlock.render(par1EntityShipBlock, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        GL11.glPopMatrix();
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityShipBlock par1EntityShipBlockShipBlock)
    {
        return texture;
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity par1EntityShipBlock)
    {
        return this.getEntityTexture((EntityShipBlock)par1EntityShipBlock);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityShipBlock)par1EntityShipBlock, par2, par4, par6, par8, par9);
    }
}

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I don't fully understand the issue here, is it that you get a "ghost" entity?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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I guess so... what does that mean exactly. I wonder if it has something to do with the code that spawns it...

 

EntityShipBlock shipblockentity = new EntityShipBlock(world);
	shipblockentity.setPositionAndRotation(x + 0.5, y + 1.5, z + 0.5, controller.rotationYaw, controller.rotationPitch);
	shipblockentity.controller = controller;
	shipblockentity.Xoff = x - contX;
	shipblockentity.Yoff = y - contY;
	shipblockentity.Zoff = z - contZ;
	shipblockentity.axisF = axis;
	world.spawnEntityInWorld(shipblockentity);

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Do you check if it's the server world you're spawning the entity (worldObj.isRemote == false)?

If not, that's the problem. You spawn a ghost entity on the client which does nothing.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Now they don't seem to render at all, probably something stupid, could you take a look? (the entity counter definitely gets set to three on both client and server)

 

package modularships.renderstuff;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;

import com.DEBmods.modularships.EntityShipBlock;
import com.DEBmods.modularships.modularshipsINIT;

import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import renderstuff.models.ModelShipBlock;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderShipBlock extends Render
{
    private static final ResourceLocation texture = new ResourceLocation(modularshipsINIT.MODID + ":textures/entity/shipblockentity.png");
    /** instance of modelShipBlock for rendering */
    protected ModelShipBlock modelShipBlock;
    public RenderShipBlock()
    {
        this.shadowSize = 0.5F;
        this.modelShipBlock = new ModelShipBlock();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probability, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityShipBlock par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
    	System.out.println(par1EntityShipBlock.counter);
    	
    	if (par1EntityShipBlock.worldObj.isRemote == false) {
    		GL11.glPushMatrix();
    		
    		if (par1EntityShipBlock.counter == 3) {
    			GL11.glTranslatef((float)par2 - par1EntityShipBlock.Xoff, (float)par4 - par1EntityShipBlock.Yoff, (float)par6 - par1EntityShipBlock.Zoff);
        	
    			if (par1EntityShipBlock.axisF == "x") {
    				modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Zoff * 16);
    			}else if (par1EntityShipBlock.axisF == "z") {
    				modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Xoff * 16);
    			}else if (par1EntityShipBlock.axisF == "x-") {
    				modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Zoff * 16);
    			}else if (par1EntityShipBlock.axisF == "z-") {
    				modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Xoff * 16);
    			}
    	
    		float EntityPitch = par1EntityShipBlock.rotationPitch;
    		float EntityRoll = par1EntityShipBlock.rotationRoll;
        	GL11.glRotatef(par8 - 180, 0.0F, 1.0F, 0.0F);
        	GL11.glRotatef(EntityPitch, 0.0F, 0.0F, 1.0F);
        	GL11.glRotatef(EntityRoll, 1.0F, 0.0F, 0.0F);
        	float f4 = 0.75F;
        	GL11.glScalef(f4, f4, f4);
        	GL11.glScalef(1.0F / f4, 1.0F / f4, 1.0F / f4);
        	this.bindEntityTexture(par1EntityShipBlock);
        	GL11.glScalef(-1.0F, -1.0F, 1.0F);
        	this.modelShipBlock.render(par1EntityShipBlock, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        	GL11.glPopMatrix();
    		}
    	}
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityShipBlock par1EntityShipBlockShipBlock)
    {
        return texture;
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity par1EntityShipBlock)
    {
        return this.getEntityTexture((EntityShipBlock)par1EntityShipBlock);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityShipBlock)par1EntityShipBlock, par2, par4, par6, par8, par9);
    }
}

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Now they don't seem to render at all, probably something stupid, could you take a look? (the entity counter definitely gets set to three on both client and server)

 

package modularships.renderstuff;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;

import com.DEBmods.modularships.EntityShipBlock;
import com.DEBmods.modularships.modularshipsINIT;

import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import renderstuff.models.ModelShipBlock;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderShipBlock extends Render
{
    private static final ResourceLocation texture = new ResourceLocation(modularshipsINIT.MODID + ":textures/entity/shipblockentity.png");
    /** instance of modelShipBlock for rendering */
    protected ModelShipBlock modelShipBlock;
    public RenderShipBlock()
    {
        this.shadowSize = 0.5F;
        this.modelShipBlock = new ModelShipBlock();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probability, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityShipBlock par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
    	System.out.println(par1EntityShipBlock.counter);
    	
    	if (par1EntityShipBlock.worldObj.isRemote == false) {
    		GL11.glPushMatrix();
    		
    		if (par1EntityShipBlock.counter == 3) {
    			GL11.glTranslatef((float)par2 - par1EntityShipBlock.Xoff, (float)par4 - par1EntityShipBlock.Yoff, (float)par6 - par1EntityShipBlock.Zoff);
        	
    			if (par1EntityShipBlock.axisF == "x") {
    				modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Zoff * 16);
    			}else if (par1EntityShipBlock.axisF == "z") {
    				modelShipBlock.Block.setRotationPoint(par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), par1EntityShipBlock.Xoff * 16);
    			}else if (par1EntityShipBlock.axisF == "x-") {
    				modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Xoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Zoff * 16);
    			}else if (par1EntityShipBlock.axisF == "z-") {
    				modelShipBlock.Block.setRotationPoint(-par1EntityShipBlock.Zoff * 16, 16f - (par1EntityShipBlock.Yoff * 16), -par1EntityShipBlock.Xoff * 16);
    			}
    	
    		float EntityPitch = par1EntityShipBlock.rotationPitch;
    		float EntityRoll = par1EntityShipBlock.rotationRoll;
        	GL11.glRotatef(par8 - 180, 0.0F, 1.0F, 0.0F);
        	GL11.glRotatef(EntityPitch, 0.0F, 0.0F, 1.0F);
        	GL11.glRotatef(EntityRoll, 1.0F, 0.0F, 0.0F);
        	float f4 = 0.75F;
        	GL11.glScalef(f4, f4, f4);
        	GL11.glScalef(1.0F / f4, 1.0F / f4, 1.0F / f4);
        	this.bindEntityTexture(par1EntityShipBlock);
        	GL11.glScalef(-1.0F, -1.0F, 1.0F);
        	this.modelShipBlock.render(par1EntityShipBlock, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        	GL11.glPopMatrix();
    		}
    	}
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityShipBlock par1EntityShipBlockShipBlock)
    {
        return texture;
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity par1EntityShipBlock)
    {
        return this.getEntityTexture((EntityShipBlock)par1EntityShipBlock);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1EntityShipBlock, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityShipBlock)par1EntityShipBlock, par2, par4, par6, par8, par9);
    }
}

 

No, don't check if it's the server in your Render class. This is purely client-side. What I meant is when you spawn the entity, (through an item most likely), there you have to check if it's server-sided. (worldObj.isRemote == false)

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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