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Posted

hello, i am making an Anglerfish, i want him to give light, i copied the code from RenderSpider, but it is not working.

what am i doing wrong:

package com.Angler.common;

 

import net.minecraft.client.renderer.OpenGlHelper;

import net.minecraft.client.renderer.entity.RenderLiving;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.util.ResourceLocation;

import cpw.mods.fml.common.registry.EntityRegistry;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

import org.lwjgl.opengl.GL11;

 

@SideOnly(Side.CLIENT)

public class RenderAnglerFish extends RenderLiving

{

    private static final ResourceLocation AnglerFishTexture = new ResourceLocation("angler:textures/entity//AnglerFish/AnglerFish.png");

    private static final ResourceLocation AnglerFishGlowTexture = new ResourceLocation("angler:textures/entity/AnglerFish/AnglerFishGlow.png");

   

    protected ModelAnglerFish model;

    private float scale;

 

    public RenderAnglerFish(ModelAnglerFish par1ModelBase, float par2, float par3)

    {

        super(par1ModelBase, par2 * par3);

        model = (ModelAnglerFish)mainModel;

        this.scale = par3;

    }

 

    protected ResourceLocation getAnglerFishTextures(EntityAnglerFish entityAnglerFish)

    {

      return AnglerFishTexture;

    }

   

    protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)

    {

        this.preRenderScale((EntityAnglerFish)par1EntityLivingBase, par2);

    }

   

    protected void preRenderScale(EntityAnglerFish par1EntityAnglerFish, float par2)

    {

        GL11.glScalef(this.scale, this.scale, this.scale);

    }

   

    protected int shouldRenderPass(EntityAnglerFish par1EntityAnglerFish, int par2, float par3)

    {

        if (par2 != 0)

        {

            return -1;

        }

        else

        {

            this.bindTexture(AnglerFishGlowTexture);

            float f1 = 1.0F;

            GL11.glEnable(GL11.GL_BLEND);

            GL11.glDisable(GL11.GL_ALPHA_TEST);

            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);

            GL11.glDisable(GL11.GL_LIGHTING);

 

            if (par1EntityAnglerFish.isInvisible())

            {

                GL11.glDepthMask(false);

            }

            else

            {

                GL11.glDepthMask(true);

            }

 

            char c0 = 61680;

            int j = c0 % 65536;

            int k = c0 / 65536;

            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);

            GL11.glEnable(GL11.GL_LIGHTING);

            GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);

            return 1;

        }

    }

 

 

@Override

protected ResourceLocation getEntityTexture(Entity entity) {

 

return this.getAnglerFishTextures((EntityAnglerFish)entity);

}

}

 

 

 

do i need something in the Entity file?, pleas help me!

Thanks!

 

Posted

saxon564, I think he is trying to do something different.

 

It looks like he is trying to render light, not actaully have light.

Long time Bukkit & Forge Programmer

Happy to try and help

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