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Posted

Heyho Guys!

I created some custom particles but sometimes (I don't exactly know why) they're just rendered in black. What can I do to avoid this annoying problem?

 

I have to admit that I have no Idea why this problem appears. The particles are actually flying in a straight line and if I look to much downwards they appear colorless. But I can't exactly say when.

 

Paticles code:

package com.bedrockminer.mod.client.particle;

import ...;

public abstract class EntityModParticleFX extends EntityFX {

public EntityMpdParticleFX(World world, double x, double y, double z, double vX, double vY, double vZ) {
	super(world, x, y, z);
	this.setRBGColorF(1.0F, 1.0F, 1.0F);
	this.motionX = vX;
	this.motionY = vY;
	this.motionZ = vZ;
	this.particleGravity = 0.0F;
}

public EntityModParticleFX(World world, double x, double y, double z) {
	super(world, x, y, z);
	this.setRBGColorF(1.0F, 1.0F, 1.0F);
}

@Override
public void renderParticle(Tessellator t, float par2, float par3, float par4, float par5, float par6, float par7) {
	t.draw();//Restart so that the texture can be changed
	Minecraft.getMinecraft().getTextureManager().bindTexture(this.getResourceLocation());
	t.startDrawingQuads();
	float f6 = this.particleTextureIndexX / 4.0F;
        float f7 = f6 + 0.25F;
        float f8 = this.particleTextureIndexY / 4.0F;
        float f9 = f8 + 0.25F;
        float f10 = 0.1F * this.particleScale;

        GL11.glDisable(GL11.GL_LIGHTING);
        t.setColorRGBA_F(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        float f11 = (float)(this.prevPosX + (this.posX - this.prevPosX) * par2 - interpPosX);
        float f12 = (float)(this.prevPosY + (this.posY - this.prevPosY) * par2 - interpPosY);
        float f13 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * par2 - interpPosZ);
        t.addVertexWithUV(f11 - par3 * f10 - par6 * f10, f12 - par4 * f10, f13 - par5 * f10 - par7 * f10, f7, f9);
        t.addVertexWithUV(f11 - par3 * f10 + par6 * f10, f12 + par4 * f10, f13 - par5 * f10 + par7 * f10, f7, f8);
        t.addVertexWithUV(f11 + par3 * f10 + par6 * f10, f12 + par4 * f10, f13 + par5 * f10 + par7 * f10, f6, f8);
        t.addVertexWithUV(f11 + par3 * f10 - par6 * f10, f12 - par4 * f10, f13 + par5 * f10 - par7 * f10, f6, f9);
        t.draw();//Restart so that the texture can be changed
        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("textures/particle/particles.png"));
        t.startDrawingQuads();
}

@Override
public int getBrightnessForRender(float par1) //Copied from other particles in Vanilla
    {
        float agePercentage = (this.particleAge + par1) / this.particleMaxAge;

        if (agePercentage < 0.0F)
        {
            agePercentage = 0.0F;
        }

        if (agePercentage > 1.0F)
        {
            agePercentage = 1.0F;
        }

        int i = super.getBrightnessForRender(par1);
        int j = i & 255;
        int k = i >> 16 & 255;
        j += (int)(agePercentage * 15.0F * 16.0F);

        if (j > 240)
        {
            j = 240;
        }

        return j | k << 16;
    }

    /**
     * Gets how bright this entity is.
     */
    @Override
public float getBrightness(float par1) //Copied from other particles in Vanilla
    {
        float agePercentage = (this.particleAge + par1) / this.particleMaxAge;

        if (agePercentage < 0.0F)
        {
            agePercentage = 0.0F;
        }

        if (agePercentage > 1.0F)
        {
            agePercentage = 1.0F;
        }

        float f2 = super.getBrightness(par1);
        return f2 * agePercentage + (1.0F - agePercentage);
    }

// Now only unnecessary stuff follows.

@Override
public void setParticleTextureIndex(int index) {
	index %= 16;
	this.particleTextureIndexX = index % 4;
	this.particleTextureIndexY = index / 4;
}

@Override
public void nextTextureIndexX() {
	this.setParticleTextureIndex(this.particleTextureIndexX + this.particleTextureIndexY * 4 + 1);
}

@Override
public void onUpdate() {
	super.onUpdate();
	this.nextTextureIndexX();
}

protected abstract ResourceLocation getResourceLocation();

public void addRandomToVelocity() {
	this.motionX = this.motionX + (float)(Math.random() * 2.0D - 1.0D) * 0.4F;
        this.motionY = this.motionY + (float)(Math.random() * 2.0D - 1.0D) * 0.4F;
        this.motionZ = this.motionZ + (float)(Math.random() * 2.0D - 1.0D) * 0.4F;
        float f = (float)(Math.random() + Math.random() + 1.0D) * 0.15F;
        float f1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
        this.motionX = this.motionX / f1 * f * 0.4000000059604645D;
        this.motionY = this.motionY / f1 * f * 0.4000000059604645D + 0.10000000149011612D;
        this.motionZ = this.motionZ / f1 * f * 0.4000000059604645D;
}

public void enableGravity() {
	this.particleGravity = 1F;
}
}

  • 2 weeks later...
Posted

I compared the state when the particles are black with the state when they are coloured, but I can see no difference!

Here is the data your GLDebugger put out:

GL_VERTEX_ARRAY:false (Vertex array enable)
GL_NORMAL_ARRAY:false (Normal array enable)
GL_COLOR_ARRAY:false (RGBA color array enable)
GL_INDEX_ARRAY:false (Color-index array enable)
GL_TEXTURE_COORD_ARRAY:false (Texture coordinate array enable)
GL_EDGE_FLAG_ARRAY:false (Edge flag array enable)
GL_NORMALIZE:true (Current normal normalization on/off)
GL_FOG:true (True if fog enabled)
GL_LIGHTING:false (True if lighting is enabled)
GL_COLOR_MATERIAL:true (True if color tracking is enabled)
GL_LIGHT0:false (True if light 0 enabled)
GL_LIGHT1:false (True if light 1 enabled)
GL_LIGHT2:false (True if light 2 enabled)
GL_LIGHT3:false (True if light 3 enabled)
GL_LIGHT4:false (True if light 4 enabled)
GL_LIGHT5:false (True if light 5 enabled)
GL_LIGHT6:false (True if light 6 enabled)
GL_LIGHT7:false (True if light 7 enabled)
GL_POINT_SMOOTH:false (Point antialiasing on)
GL_LINE_SMOOTH:false (Line antialiasing on)
GL_LINE_STIPPLE:false (Line stipple enable)
GL_CULL_FACE:true (Polygon culling enabled)
GL_POLYGON_SMOOTH:false (Polygon antialiasing on)
GL_POLYGON_OFFSET_POINT:false (Polygon offset enable for GL_POINT mode rasterization)
GL_POLYGON_OFFSET_LINE:false (Polygon offset enable for GL_LINE mode rasterization)
GL_POLYGON_OFFSET_FILL:false (Polygon offset enable for GL_FILL mode rasterization)
GL_POLYGON_STIPPLE:false (Polygon stipple enable)
GL_TEXTURE_1D:false (True if 1-D texturing enabled )
GL_TEXTURE_2D:true (True if 2-D texturing enabled )
GL_TEXTURE_GEN_S:false (Texgen enabled (x is S, T, R, or Q))
GL_TEXTURE_GEN_T:false (Texgen enabled (x is S, T, R, or Q))
GL_TEXTURE_GEN_R:false (Texgen enabled (x is S, T, R, or Q))
GL_TEXTURE_GEN_Q:false (Texgen enabled (x is S, T, R, or Q))
GL_SCISSOR_TEST:false (Scissoring enabled)
GL_ALPHA_TEST:true (Alpha test enabled)
GL_STENCIL_TEST:false (Stenciling enabled)
GL_DEPTH_TEST:true (Depth buffer enabled)
GL_BLEND:true (Blending enabled)
GL_DITHER:true (Dithering enabled)
GL_INDEX_LOGIC_OP:false (Color index logical operation enabled)
GL_COLOR_LOGIC_OP:false (RGBA color logical operation enabled)
GL_AUTO_NORMAL:false (True if automatic normal generation enabled)

 

Any Ideas which setting can cause the problem?

 

Additional question: Is it possible to render the particles in front of water? Normally they are always rendered behind water, even if they are in front of it. (Also with vanilla particles, try it out!)

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