Posted May 14, 201411 yr I've got a custom sky render working but I've got an odd problem. The color of the sky gets lighter if I'm near a light source. This doesn't seem to happen in a normal dimension. Anybody had this experience? I want it to be a black sky with starts, but when i get near a torch it becomes closer to blue. Long time Bukkit & Forge Programmer Happy to try and help
May 14, 201411 yr In my dimension, I have it set so that it's dark 24/7. I'm getting the same effect, the closer I get to a light source, the brighter the sky is. Kain
May 14, 201411 yr Then please show your code.. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
May 14, 201411 yr Author I'll paste it tonight. Not sure it will help though, its something that isn't there, not something that is wrong. Long time Bukkit & Forge Programmer Happy to try and help
May 15, 201411 yr Author Here is the relevant code. Provider Class public class MyWorldProviderCreep extends MyWorldProvider { public MyWorldProviderCreep() { super(); // Setup parameters hasNoSky = true; } @Override public IChunkProvider createChunkGenerator() { return new MyChunkProviderCreep(worldObj, instance.world_manager().seed(this.dimensionId), true, instance.world_manager().worldtype(dimensionId)); } @Override @SideOnly(Side.CLIENT) public float getStarBrightness(float par1) { return 1.0F; } @SideOnly(Side.CLIENT) public float calculateCelestialAngle(long par1, float par3) { return 0.90F; } @Override protected void generateLightBrightnessTable() { float f = 0.0F; for (int i = 0; i <= 15; ++i) { this.lightBrightnessTable = 1.35F * (float) Math.pow((1.0f - 0.0895f), 15.0f - i) - 0.35f; //this.lightBrightnessTable = 1.25F * (float) Math.pow((1.0f - 0.10f), 15.0f - i) - 0.35f; } } @Override public double getHorizon() { return 0.0D; } @Override @SideOnly(Side.CLIENT) public IRenderHandler getSkyRenderer() { return new CreeperSkyRender(); } @Override @SideOnly(Side.CLIENT) public Vec3 getSkyColor(Entity cameraEntity, float partialTicks) { // Return pitch Black return this.worldObj.getWorldVec3Pool().getVecFromPool(0, 0, 0); } @Override @SideOnly(Side.CLIENT) public float getCloudHeight() { return 256.0f; } } Skyrender Class public class CreeperSkyRender extends IRenderHandler { // Setup Variables private int starGLCallList; private int glSkyList; private int glSkyList2; public CreeperSkyRender() { RenderGlobal renderGlobal = Minecraft.getMinecraft().renderGlobal; //this.glSkyList2 = (this.glSkyList = (this.starGLCallList = ReflectionHelper.getPrivateValue(RenderGlobal.class, renderGlobal, "starGLCallList")) + 1) + 1; this.glSkyList2 = (this.glSkyList = (this.starGLCallList = ObfuscationReflectionHelper.getPrivateValue(RenderGlobal.class, renderGlobal, "starGLCallList", "field_72772_v")) + 1) + 1; } @Override public void render(float partialTicks, WorldClient world, Minecraft mc) { System.out.println("Start Sky Render"); GL11.glDisable(GL11.GL_TEXTURE_2D); Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float)vec3.xCoord; float f2 = (float)vec3.yCoord; float f3 = (float)vec3.zCoord; float f6; System.out.println(" - color of " + f1 + "/" + f2 + "/" + f3); if (mc.gameSettings.anaglyph) { float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; //f1 = f4; //f2 = f5; //f3 = f6; f1 = 0; f2 = 0; f3 = 0; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float f7; float f8; float f9; float f10; GL11.glEnable(GL11.GL_TEXTURE_2D); OpenGlHelper.glBlendFunc(770, 1, 1, 0); GL11.glPushMatrix(); f6 = 1.0F - world.getRainStrength(partialTicks); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, f6); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); System.out.println(" - celestialange of " + world.getCelestialAngle(partialTicks)); f10 = 30.0F; // Deleted moon/sun code GL11.glDisable(GL11.GL_TEXTURE_2D); float f18 = world.getStarBrightness(partialTicks) * f6; if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starGLCallList); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float)(d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((double)(-f8), (double)f9, (double)f8); tessellator1.addVertex((double)f8, (double)f9, (double)f8); tessellator1.addVertex((double)f8, (double)f10, (double)f8); tessellator1.addVertex((double)(-f8), (double)f10, (double)f8); tessellator1.addVertex((double)(-f8), (double)f10, (double)(-f8)); tessellator1.addVertex((double)f8, (double)f10, (double)(-f8)); tessellator1.addVertex((double)f8, (double)f9, (double)(-f8)); tessellator1.addVertex((double)(-f8), (double)f9, (double)(-f8)); tessellator1.addVertex((double)f8, (double)f10, (double)(-f8)); tessellator1.addVertex((double)f8, (double)f10, (double)f8); tessellator1.addVertex((double)f8, (double)f9, (double)f8); tessellator1.addVertex((double)f8, (double)f9, (double)(-f8)); tessellator1.addVertex((double)(-f8), (double)f9, (double)(-f8)); tessellator1.addVertex((double)(-f8), (double)f9, (double)f8); tessellator1.addVertex((double)(-f8), (double)f10, (double)f8); tessellator1.addVertex((double)(-f8), (double)f10, (double)(-f8)); tessellator1.addVertex((double)(-f8), (double)f10, (double)(-f8)); tessellator1.addVertex((double)(-f8), (double)f10, (double)f8); tessellator1.addVertex((double)f8, (double)f10, (double)f8); tessellator1.addVertex((double)f8, (double)f10, (double)(-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { System.out.println(" - sky colored - YES"); GL11.glColor3f(f1 * 0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); } else { System.out.println(" - sky colored - NO"); GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float)(d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); } } Long time Bukkit & Forge Programmer Happy to try and help
May 15, 201411 yr why are you using the SkyRenderer? I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
May 15, 201411 yr Author Don't want a moon. Long time Bukkit & Forge Programmer Happy to try and help
May 15, 201411 yr So, you just deleted the moon from the Renderer? I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
May 15, 201411 yr Author For now (also the sun). There are some other reasons I want a custom render later. Are you thinking that is the reason for the sky color oddity? Not sure I follow how those are connected. Long time Bukkit & Forge Programmer Happy to try and help
May 15, 201411 yr Author Fixed it. Need to set the fog color. That introduced a new problem, now the clouds lit up. So I removed the clouds and now it is the just the starts twinkling large in the sky. Long time Bukkit & Forge Programmer Happy to try and help
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