Jump to content

Recommended Posts

Posted

I recently updated to forge 1.7.10 because i had some small item rendering problems and someone said that they are going to be fixed by mojang in one of the next updates.

Well, everything got even worse:

 

This is what my block looks like when its placed down:

 

 

MWBpvg2.png

(I know that the inside isn’t rendered)

 

 

 

And this is what it looks like in my hotbar if the first slot is empty.

 

 

SQi6OW8.png

 

 

Looks good.

 

But if i open my inventory this happens:

 

 

1CG6sNw.png

 

 

 

I can fix this by either moving my mouse over the first slot while holding an item:

 

 

CosX5ld.png

 

 

 

or by placing a damaged item or full block in the first slot.

 

Has anyone an idea whats causing this? In the spoiler below is my ClientProxy, itemrenderer and my tesr for the second(empty) item.

 

 

 

TESR:

 

 

package net.dimensionshift.mod.render;

 

import net.dimensionshift.mod.DimensionShift;

import net.dimensionshift.mod.model.ModelGlassJar;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.util.ResourceLocation;

 

import org.lwjgl.opengl.GL11;

 

import cpw.mods.fml.client.FMLClientHandler;

 

public class TileEntityRenderGlassJar extends TileEntitySpecialRenderer {

 

public static final ResourceLocation texture = new ResourceLocation(DimensionShift.MODID, "textures/model/blockGlassJar.png");

 

private ModelGlassJar model;

 

public TileEntityRenderGlassJar() {

this.model = new ModelGlassJar();

 

}

 

@Override

public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float var8) {

 

GL11.glPushMatrix();

GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);

GL11.glRotatef(180, 0, 0, 1);

 

FMLClientHandler.instance().getClient().renderEngine.bindTexture(texture);

 

GL11.glPushMatrix();

this.model.renderModel(0.0626F);// one pixel in float

 

GL11.glPopMatrix();

GL11.glPopMatrix();

 

}

 

}

 

 

 

 

Proxy:

 

 

package net.dimensionshift.mod.proxies;

 

import net.dimensionshift.mod.DimensionShift;

import net.dimensionshift.mod.energy.TileEntityBasicWire;

import net.dimensionshift.mod.render.ItemRenderGlassJar;

import net.dimensionshift.mod.render.TileEntityRenderBasicWire;

import net.dimensionshift.mod.render.TileEntityRenderGlassJar;

import net.dimensionshift.mod.render.TileEntityRenderInvisibleBlock;

import net.dimensionshift.mod.tileentity.TileEntityGlassJar;

import net.dimensionshift.mod.tileentity.TileEntityInvisibleBlock;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.item.Item;

import net.minecraftforge.client.MinecraftForgeClient;

 

import com.jadarstudios.developercapes.DevCapes;

 

import cpw.mods.fml.client.registry.ClientRegistry;

 

public class DimensionShiftClientProxy extends DimensionShiftCommonProxy {

TileEntitySpecialRenderer render;

 

@Override

public void registerProxies() {

 

 

ClientRegistry.bindTileEntitySpecialRenderer(TileEntityGlassJar.class, new TileEntityRenderGlassJar());

 

ClientRegistry.bindTileEntitySpecialRenderer(TileEntityInvisibleBlock.class, new TileEntityRenderInvisibleBlock());

 

MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(DimensionShift.blockGlassJar), new ItemRenderGlassJar(new TileEntityRenderGlassJar(), new TileEntityGlassJar()));

 

}

 

}

 

 

 

ItemRenderer:

 

 

package net.dimensionshift.mod.render;

 

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.item.ItemStack;

import net.minecraft.tileentity.TileEntity;

import net.minecraftforge.client.IItemRenderer;

 

import org.lwjgl.opengl.GL11;

 

public class ItemRenderGlassJar implements IItemRenderer {

 

TileEntitySpecialRenderer render;

private TileEntity tileentity;

 

public ItemRenderGlassJar(TileEntitySpecialRenderer render, TileEntity tileentity) {

this.render = render;

this.tileentity = tileentity;

 

}

 

@Override

public boolean handleRenderType(ItemStack item, ItemRenderType type) {

return true;

}

 

@Override

public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {

return true;

}

 

@Override

public void renderItem(ItemRenderType type, ItemStack item, Object... data) {

if (type == IItemRenderer.ItemRenderType.ENTITY) GL11.glTranslatef(-0.5F, 0.0F, -0.5F);

GL11.glScalef(1.4F, 1.4F, 1.4F);

this.render.renderTileEntityAt(tileentity, 0.0D, 0.0D, 0.0D, 0.0F);

}

 

}

 

 

 

 

Here could be your advertisement!

Posted

Ok, i modified my tesr code (to render the backside) and somehow i managed to get it working.

 

Theres just one last bug left:

if the item left to my custom items has no damage bar this happens:

FsNp1rj.png

Here could be your advertisement!

Posted

Other items and other slots shouldn't have any effect whatsoever, so there's something not right about the way your rendering code is preparing to draw. Some data from the previous draw (or the wrong object) is somehow getting into your part of the process, and that should never happen. I recommend walking through comparable vanilla code line-by-line with yours to see what your code is missing.

 

If that doesn't turn up an obvious "oops!", then my next step would be to set a break point and run the debugger to step through your rendering while examining values being used. Don't be afraid of the debugger. It is there to extract information in cases like this. When you see some horribly wrong value in a variable, then you will know what direction to turn your investigation.

 

There's also an outside chance that something you did isn't multithread-safe. I doubt that's the problem, but you can look for vulnerable code (Google the topic if you want to learn more). Does your renderer rely on any static/global GL objects?

 

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

One of my main problems is that i can't really use the debugger. My mod is split into a core and a submod, so that i can only debug classes that are in my main mod.(and only the empty bottle is in my main mod)

But i will give it a try.

 

 

Oh, and it also works if i hover one of the slots that is bevor my item.

 

And here is my new tesr class, i changed a few thinks to render the inside too:

 

 

package net.dimensionshift.mod.render;

import net.dimensionshift.mod.DimensionShift;
import net.dimensionshift.mod.model.ModelGlassJar;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;

public class TileEntityRenderGlassJar extends TileEntitySpecialRenderer {

public static final ResourceLocation texture = new ResourceLocation(DimensionShift.MODID, "textures/model/blockGlassJar.png");

private ModelGlassJar model;

public TileEntityRenderGlassJar() {
	this.model = new ModelGlassJar();

}

@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float var8) {

	GL11.glPushMatrix();
	GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
		GL11.glRotatef(180, 0, 0, 1);
		GL11.glDisable(GL11.GL_CULL_FACE);
		FMLClientHandler.instance().getClient().renderEngine.bindTexture(texture);

		GL11.glPushMatrix();
			GL11.glEnable(GL11.GL_BLEND);

			this.model.renderModel(0.0626F);// one pixel in float

			GL11.glDisable(GL11.GL_BLEND);
		GL11.glPopMatrix();

		GL11.glEnable(GL11.GL_CULL_FACE);

	GL11.glPopMatrix();

}

}

 

 

You can find the ItemRenderer in my first post.

Here could be your advertisement!

Posted

Oooh, core-mod. Anything could be happening outside the rendering of your object and causing your symptoms. I can't help with that.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

Hi

 

One of your OpenGL settings is not being set properly before your render, so it is carrying over from the render of a previous item.

 

I wrote a tool a while ago that is useful for determining openGL settings:

 

https://github.com/TheGreyGhost/SpeedyTools/blob/Working/src/speedytools/common/Utilities/OpenGLdebugging.java

 

I've used it in the past to check what the OpenGL settings are; it's not complete, but dumpAllIsEnabled() works and has showed up problems for me before- dump for a good render, dump for a bad render, and spot the difference.

 

-TGG

Posted

	if(Keyboard.isKeyDown(Keyboard.KEY_K)){
		System.out.println("NOW OPENGL DEBUGING");
		OpenGLdebugging.dumpAllIsEnabled();

	}

 

This solved it! Thx a lot!

After comparing the two outputs using Kaleidoscope i just had to enable(and disable) GL11.GL_ALPHA_TEST and everything worked.

Here could be your advertisement!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.