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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

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