Jump to content

Recommended Posts

Posted

Hey, I was making a custom rendered block with Tesselators for the first time, and when I saw my block the place where my .png was supposed to be placed was black(my png is bright pink). Can anyone help? Heres my rendering code:

 

public class TileEntityRenderWindmill extends TileEntitySpecialRenderer {
private final ResourceLocation textureWindmill = new ResourceLocation("tehfoodmod", "textures/model/windmill.png");

private int textureWidth = 64;
private int textureHeight = 32;

    @Override
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    	GL11.glPushMatrix();
    	GL11.glTranslatef((float)x, (float)y, (float)z);
    	
    	
    	Tessellator tess = Tessellator.instance;
    	this.bindTexture(textureWindmill);
    	tess.startDrawingQuads(); //Starts drawing
    	{
    		tess.addVertexWithUV(0, 0, 1, 1, 1);
    		tess.addVertexWithUV(1, 1, 1, 1, 0);
    		tess.addVertexWithUV(0, 1, 0, 0, 0);
    		tess.addVertexWithUV(0, 0, 0, 0, 1);
    	}
    	tess.draw(); //Draws
    	GL11.glPopMatrix();
    }
}

Posted

Hi

 

You still need to set the colour and the lighting before rendering.  For example

 

        tessellator.setColorOpaque_F(1, 1, 1);

        //This will make your block brightness dependent from surroundings lighting.
        int brightness = block.getMixedBrightnessForBlock(world, x, y, z);
        tessellator.setBrightness(brightness);

 

-TGG

Posted

Nope, still black, heres my code now

public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    	GL11.glPushMatrix();
    	GL11.glTranslatef((float)x, (float)y, (float)z);
    	
    	Tessellator tess = Tessellator.instance;
    	this.bindTexture(textureWindmill);
    	IBlockAccess world = tileentity.getWorldObj();
    	int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord);

	tess.setBrightness(brightness);
	tess.setColorOpaque_F(1.0F, 1.0F, 1.0F);
    
    	tess.startDrawingQuads(); //Starts drawing
    	{
    		tess.addVertexWithUV(0, 0, 1, 1, 1);
    		tess.addVertexWithUV(1, 1, 1, 1, 0);
    		tess.addVertexWithUV(0, 1, 0, 0, 0);
    		tess.addVertexWithUV(0, 0, 0, 0, 1);
    	}
    	tess.draw(); //Draws
    	GL11.glPopMatrix();
    }

Posted

I had an entity rendering just black earlier the other day, I believe it was because the block had the correct texture, but the entity did not. Of course, mine still isn't working properly... (it's all solid red, now...) so I guess I'm not in a position to give out help advice. :P

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

Posted

Hi

 

That code should work (I have done something identical not long ago) - pls show your latest renderer code, also a screenshot of what the black block looks like and what your texture bitmap image looks like?

 

-TGG

Posted

package com.xcox123.tehfoodmod.renderer.tileentity;

import org.lwjgl.opengl.GL11;

import com.xcox123.tehfoodmod.tehfoodmod;
import com.xcox123.tehfoodmod.Block.BlockWindmill;

import cpw.mods.fml.common.FMLCommonHandler;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.init.Blocks;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

/**
* Created by Adam on 20/08/2014.
*/
public class TileEntityRenderWindmill extends TileEntitySpecialRenderer {
private final ResourceLocation textureWindmill = new ResourceLocation("tehfoodmod", "textures/model/windmill.png");

private int textureWidth = 64;
private int textureHeight = 32;

    @Override
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    	GL11.glPushMatrix();
    	GL11.glTranslatef((float)x, (float)y, (float)z);
    	
    	Tessellator tess = Tessellator.instance;
    	this.bindTexture(textureWindmill);
    	IBlockAccess world = tileentity.getWorldObj();
    	
    
    	tess.startDrawingQuads(); //Starts drawing
    	{
    		tess.addVertexWithUV(0, 0, 1, 1, 1);
    		tess.addVertexWithUV(1, 1, 1, 1, 0);
    		tess.addVertexWithUV(0, 1, 0, 0, 0);
    		tess.addVertexWithUV(0, 0, 0, 0, 1);
    	}
    	
    	tess.draw(); //Draws
    	int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord);

	tess.setBrightness(brightness);
	tess.setColorOpaque_F(1.0F, 1.0F, 1.0F);

	/*
	 * Tried brightness code above outside of GL11.glPopMatrix() and same effect happens
	 */
    	GL11.glPopMatrix();
    	
    }
}

 

OnX093t.png

 

Texture: lnXa9lD.png

 

Just saying, ^^ is found at this path: C:\Users\Adam\Desktop\Modding\1.7\TehFoodMod\Source\src\main\resources\assets\tehfoodmod\textures\model

Posted

Hi

 

Have you tried this order?

 

    @Override
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    	GL11.glPushMatrix();
    	GL11.glTranslatef((float)x, (float)y, (float)z);
    	
    	Tessellator tess = Tessellator.instance;
    	this.bindTexture(textureWindmill);
    	IBlockAccess world = tileentity.getWorldObj();
    	
    
    	tess.startDrawingQuads(); //Starts drawing

    	int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord);
tess.setBrightness(brightness);
tess.setColorOpaque_F(1.0F, 1.0F, 1.0F);

    	{
    		tess.addVertexWithUV(0, 0, 1, 1, 1);
    		tess.addVertexWithUV(1, 1, 1, 1, 0);
    		tess.addVertexWithUV(0, 1, 0, 0, 0);
    		tess.addVertexWithUV(0, 0, 0, 0, 1);
    	}
    	
    	tess.draw(); //Draws

    	GL11.glPopMatrix();
    	
    }

 

Also, do you mean for it to have that twisted appearance?  Normally the four points of the Quad are supposed to lie in the same plane, but yours is bent.

See here for more information

http://greyminecraftcoder.blogspot.com.au/2013/08/the-tessellator.html

 

-TGG

 

Posted

 

Well I tried your code and the problem was that you spelled BlockWindmill.isOpaqueCube() with a Q instead of an O, i.e. isQpaqueCube().  So the getMixedBrightness always always returned 0.

 

If you put @Override before methods like this it will help pick up these problems.

    @Override
    public boolean isOpaqueCube(){
        return false;
    }

 

I also added  RenderHelper.disableStandardItemLighting(); just in case it has been left in that mode (which might cause random-looking brightness variations)

 

If you want your block to be full brightness all the time, you can just use

final int FULL_SKY_BRIGHTNESS = 255;
tess.setBrightness(FULL_SKY_BRIGHTNESS);

 

    @Override
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    	GL11.glPushMatrix();
    	GL11.glTranslatef((float)x, (float)y, (float)z);
    	
    	Tessellator tess = Tessellator.instance;
    	this.bindTexture(textureWindmill);
    	IBlockAccess world = tileentity.getWorldObj();
        RenderHelper.disableStandardItemLighting();   // turn off item lighting
    
    	tess.startDrawingQuads(); //Starts drawing

    	int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord);
tess.setBrightness(brightness);
tess.setColorOpaque_F(1.0F, 1.0F, 1.0F);

    	{
    		tess.addVertexWithUV(0, 0, 1, 1, 1);
    		tess.addVertexWithUV(1, 1, 1, 1, 0);
    		tess.addVertexWithUV(0, 1, 0, 0, 0);
    		tess.addVertexWithUV(0, 0, 0, 0, 1);
    	}
    	
    	tess.draw(); //Draws

    	GL11.glPopMatrix();
    	
    }

 

 

-TGG

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I tried do download the essential mod to my mod pack but i didnt work. I paly on 1.21 and it should work. I use neoforge for my modding. The weird things is my friend somehow added the mod to his modpack and many others that I somehow can´t. Is there anything i can do? 
    • Thanks, I've now installed a slightly newer version and the server is at least starting up now.
    • i have the same issue. Found 1 Create mod class dependency(ies) in createdeco-1.3.3-1.19.2.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Found 11 Create mod class dependency(ies) in createaddition-fabric+1.19.2-20230723a.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Detailed walkthrough of mods which rely on missing Create mod classes: Mod: createaddition-fabric+1.19.2-20230723a.jar Missing classes of create: com/simibubi/create/compat/jei/category/sequencedAssembly/JeiSequencedAssemblySubCategory com/simibubi/create/compat/recipeViewerCommon/SequencedAssemblySubCategoryType com/simibubi/create/compat/rei/CreateREI com/simibubi/create/compat/rei/EmptyBackground com/simibubi/create/compat/rei/ItemIcon com/simibubi/create/compat/rei/category/CreateRecipeCategory com/simibubi/create/compat/rei/category/WidgetUtil com/simibubi/create/compat/rei/category/animations/AnimatedBlazeBurner com/simibubi/create/compat/rei/category/animations/AnimatedKinetics com/simibubi/create/compat/rei/category/sequencedAssembly/ReiSequencedAssemblySubCategory com/simibubi/create/compat/rei/display/CreateDisplay Mod: createdeco-1.3.3-1.19.2.jar Missing classes of create: com/simibubi/create/content/kinetics/fan/SplashingRecipe
    • The crash points to moonlight lib - try other builds or make a test without this mod and the mods requiring it
    • Do you have shaders enabled? There is an issue with the mod simpleclouds - remove this mod or disable shaders, if enabled  
  • Topics

×
×
  • Create New...

Important Information

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