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[1.7.10][Solved]Custom ItemTool Renderer in Hand


Taji34

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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.

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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?

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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

 

 

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