Posted May 19, 201411 yr So first time using forge and the thing is my glass is working BUT in my hand it's not showing as it's texture. It's showing as a full black block. I don't know why. Here are some pics http://gyazo.com/9ae6aac77fd9a4bdaa9f6c9623de98b2 here is my code: public class BlockBallisticsGlass extends Block { public BlockBallisticsGlass() { super(Material.glass); setBlockName("glass_ballistics"); setBlockTextureName(DarkPack.MODID + ":" + getUnlocalizedName().substring(5)); setCreativeTab(CreativeTabs.tabBlock); setStepSound(soundTypeGlass); setHardness(1.0F); setResistance(1000F); } public int getBlockTextureFromSideAndMetadata(int i, int j) { return 9; } public int quantityDropped(Random r) { return 0; } @SideOnly(Side.CLIENT) public int getRenderBlockPass() { return 1; } public boolean isOpaqueCube() { return false; } public boolean renderAsNormalBlock() { return false; } protected boolean canSilkHarvest() { return true; } }
May 19, 201411 yr Hi From memory, items in your hand are rendered with alpha blending turned off. So the partially-transparent parts of your block are rendered as totally opaque. You could get around this by implementing an ISimpleBlockRenderingHandler and drawing your icon with alpha blending enabled eg http://greyminecraftcoder.blogspot.com.au/2013/07/block-rendering.html and try { GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // do your rendering here } finally { GL11.glPopAttrib(); } -TGG
May 19, 201411 yr Hi From memory, items in your hand are rendered with alpha blending turned off. So the partially-transparent parts of your block are rendered as totally opaque. You could get around this by implementing an ISimpleBlockRenderingHandler and drawing your icon with alpha blending enabled eg http://greyminecraftcoder.blogspot.com.au/2013/07/block-rendering.html and try { GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // do your rendering here } finally { GL11.glPopAttrib(); } -TGG This was the case pre-1.7. Look here: http://puu.sh/8Sq6V.png Either there's something missing or the vanilla renderer has exceptions for specific blocks (like the stained glass) EDIT: looking at it again, if the renderBlockPass is > 0, it uses blend (look at the doRender method, line 124 in class RenderItem) BTW: Always add @Override to methods you intend to override! It shows you errors if you, for example, made a typo somewhere or the method signature changed. 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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