Posted August 1, 201411 yr I'm trying to make a custom renderer that is similar to the default renderer for tools (3d in hand and what not), but with some changes. My problem is that I can seem to figure out how the default Item renderer is working since all the variables are named weirdly and what not. Could ssomeone point me to a tutorial or explain what some of the variables are? Thank you! EDIT: I originally put [1.7.2] but I meant [1.7.10] just updated my workspace and forgot which version I was using.
August 1, 201411 yr Hi The Item Rendering sections in this link will probably be useful. It is written for 1.6.4 but the code structure is still the same. http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html -TGG
August 2, 201411 yr Author Hi The Item Rendering sections in this link will probably be useful. It is written for 1.6.4 but the code structure is still the same. http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html -TGG Thanks! That isn't quite what I was trying to get at but it is useful! What I mean is could someone explain the actual code in the Item Renderer. For example, I don't understand the code in this method: public static void renderItemIn2D(Tessellator p_78439_0_, float p_78439_1_, float p_78439_2_, float p_78439_3_, float p_78439_4_, int p_78439_5_, int p_78439_6_, float p_78439_7_) { p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(0.0F, 0.0F, 1.0F); p_78439_0_.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)p_78439_1_, (double)p_78439_4_); p_78439_0_.addVertexWithUV(1.0D, 0.0D, 0.0D, (double)p_78439_3_, (double)p_78439_4_); p_78439_0_.addVertexWithUV(1.0D, 1.0D, 0.0D, (double)p_78439_3_, (double)p_78439_2_); p_78439_0_.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)p_78439_1_, (double)p_78439_2_); p_78439_0_.draw(); p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(0.0F, 0.0F, -1.0F); p_78439_0_.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - p_78439_7_), (double)p_78439_1_, (double)p_78439_2_); p_78439_0_.addVertexWithUV(1.0D, 1.0D, (double)(0.0F - p_78439_7_), (double)p_78439_3_, (double)p_78439_2_); p_78439_0_.addVertexWithUV(1.0D, 0.0D, (double)(0.0F - p_78439_7_), (double)p_78439_3_, (double)p_78439_4_); p_78439_0_.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - p_78439_7_), (double)p_78439_1_, (double)p_78439_4_); p_78439_0_.draw(); float f5 = 0.5F * (p_78439_1_ - p_78439_3_) / (float)p_78439_5_; float f6 = 0.5F * (p_78439_4_ - p_78439_2_) / (float)p_78439_6_; p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(-1.0F, 0.0F, 0.0F); int k; float f7; float f8; for (k = 0; k < p_78439_5_; ++k) { f7 = (float)k / (float)p_78439_5_; f8 = p_78439_1_ + (p_78439_3_ - p_78439_1_) * f7 - f5; p_78439_0_.addVertexWithUV((double)f7, 0.0D, (double)(0.0F - p_78439_7_), (double)f8, (double)p_78439_4_); p_78439_0_.addVertexWithUV((double)f7, 0.0D, 0.0D, (double)f8, (double)p_78439_4_); p_78439_0_.addVertexWithUV((double)f7, 1.0D, 0.0D, (double)f8, (double)p_78439_2_); p_78439_0_.addVertexWithUV((double)f7, 1.0D, (double)(0.0F - p_78439_7_), (double)f8, (double)p_78439_2_); } p_78439_0_.draw(); p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(1.0F, 0.0F, 0.0F); float f9; for (k = 0; k < p_78439_5_; ++k) { f7 = (float)k / (float)p_78439_5_; f8 = p_78439_1_ + (p_78439_3_ - p_78439_1_) * f7 - f5; f9 = f7 + 1.0F / (float)p_78439_5_; p_78439_0_.addVertexWithUV((double)f9, 1.0D, (double)(0.0F - p_78439_7_), (double)f8, (double)p_78439_2_); p_78439_0_.addVertexWithUV((double)f9, 1.0D, 0.0D, (double)f8, (double)p_78439_2_); p_78439_0_.addVertexWithUV((double)f9, 0.0D, 0.0D, (double)f8, (double)p_78439_4_); p_78439_0_.addVertexWithUV((double)f9, 0.0D, (double)(0.0F - p_78439_7_), (double)f8, (double)p_78439_4_); } p_78439_0_.draw(); p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(0.0F, 1.0F, 0.0F); for (k = 0; k < p_78439_6_; ++k) { f7 = (float)k / (float)p_78439_6_; f8 = p_78439_4_ + (p_78439_2_ - p_78439_4_) * f7 - f6; f9 = f7 + 1.0F / (float)p_78439_6_; p_78439_0_.addVertexWithUV(0.0D, (double)f9, 0.0D, (double)p_78439_1_, (double)f8); p_78439_0_.addVertexWithUV(1.0D, (double)f9, 0.0D, (double)p_78439_3_, (double)f8); p_78439_0_.addVertexWithUV(1.0D, (double)f9, (double)(0.0F - p_78439_7_), (double)p_78439_3_, (double)f8); p_78439_0_.addVertexWithUV(0.0D, (double)f9, (double)(0.0F - p_78439_7_), (double)p_78439_1_, (double)f8); } p_78439_0_.draw(); p_78439_0_.startDrawingQuads(); p_78439_0_.setNormal(0.0F, -1.0F, 0.0F); for (k = 0; k < p_78439_6_; ++k) { f7 = (float)k / (float)p_78439_6_; f8 = p_78439_4_ + (p_78439_2_ - p_78439_4_) * f7 - f6; p_78439_0_.addVertexWithUV(1.0D, (double)f7, 0.0D, (double)p_78439_3_, (double)f8); p_78439_0_.addVertexWithUV(0.0D, (double)f7, 0.0D, (double)p_78439_1_, (double)f8); p_78439_0_.addVertexWithUV(0.0D, (double)f7, (double)(0.0F - p_78439_7_), (double)p_78439_1_, (double)f8); p_78439_0_.addVertexWithUV(1.0D, (double)f7, (double)(0.0F - p_78439_7_), (double)p_78439_3_, (double)f8); } p_78439_0_.draw(); } The variables are so abstract, I'm having trouble figuring out what it is doing so I can base my custom renderer off of it. Could someone explain the basics of rendering an item in the players hand so I can begin to understand how to make my custom renderer?
August 2, 201411 yr Hi The link I sent earlier also has a bit about the Tessellator, which is what most of this code does. I find it helps to copy the class to a new file and use my IDE to rename the variables to something meaningful. In this case, the method is effectivelty converting each pixel in the icon to a cube. It might be more clear if you look at the code which calls it to see what the parameters being passed are, i.e. texturemanager.bindTexture(texturemanager.getResourceLocation(par2ItemStack.getItemSpriteNumber())); Tessellator tessellator = Tessellator.instance; float f = icon.getMinU(); float f1 = icon.getMaxU(); float f2 = icon.getMinV(); float f3 = icon.getMaxV(); // .. some extra stuff not relevant ... renderItemIn2D(tessellator, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 0.0625F); -TGG
August 2, 201411 yr Author Is this how I should register the Item renderer? It doesn't seem to be working: Troncraft.java MinecraftForgeClient.registerItemRenderer(baton, batonRenderer); Figured it out, thanks!
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