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0 - 1 FPS when looking at my rendered block [SOLVED] [1.7.10]


TheEpicTekkit

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Hello everyone.

 

So, I have run into a problem. When looking at my cable block render for a cable, it is VERY laggy, I mean I am getting at most 1 FPS, whereas when looking away from the cable, I get 20 - 30 FPS.

 

Now, I do know what is causing this, but I cant come up with a working solution.

 

Another thing to note, is that I have 4 (actually 8, but that doesn't matter atm, I am testing this with 4) metadata sub-blocks for this cable. I am using one tileentity for my cable, as there is not much of a difference between them (only energy transfer rates and capacities), and so am also using one renderer class for all 4 (eventually 8 ). The reason for this, is I don't want to have duplicate classes that have minor differences, so do pretty much the same as each other. Also, for the renderer class, I found it to be a problem assigning multiple renderers to one tileentity.

 

This is my code:

 

 

package generator.net.theepictekkit.generator.client.renderer.blocks;

import generator.net.theepictekkit.generator.Reference;
import generator.net.theepictekkit.generator.common.blocks.advanced.BlockCable;
import generator.net.theepictekkit.generator.common.tileentity.TileEntityCable;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;
import net.minecraftforge.common.util.ForgeDirection;

import org.lwjgl.opengl.GL11;

public class RendererCable extends TileEntitySpecialRenderer {

public final String modid = Reference.MODID;
public final float px = 1.0F / 16.0F;
public boolean drawSmootheConnection;

public ResourceLocation[][] model = new ResourceLocation[4][5];
public ResourceLocation texture;

/*
public ResourceLocation modelCore;
public ResourceLocation modelCoreStraight;
public ResourceLocation modelConnectionEnd;
public ResourceLocation modelConnectionStraight;
*/
public IModelCustom core;
public IModelCustom coreStraight;
public IModelCustom connectionEnd;
public IModelCustom connectionStraight;

public RendererCable(int meta) {

	this.model[0][0] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/Core.obj");
	this.model[0][1] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/CoreStraight.obj");
	this.model[0][2] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/ConnectionEnd.obj");
	this.model[0][3] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/ConnectionStraight.obj");
	this.model[0][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_LV.png");

	this.model[1][0] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Core.obj");
	this.model[1][1] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Core.obj");
	this.model[1][2] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Connection.obj");
	this.model[1][3] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Connection.obj");
	this.model[1][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_LV_Uninsulated.png");

	this.model[2][0] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/Core.obj");
	this.model[2][1] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/CoreStraight.obj");
	this.model[2][2] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/ConnectionEnd.obj");
	this.model[2][3] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/ConnectionStraight.obj");
	this.model[2][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_MV.png");

	this.model[3][0] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Core.obj");
	this.model[3][1] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Core.obj");
	this.model[3][2] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Connection.obj");
	this.model[3][3] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Connection.obj");
	this.model[3][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_MV_Uninsulated.png");
}

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) {
	int meta = tileEntity.getBlockMetadata();
	switch (meta) {

	case 0: {
		this.core = AdvancedModelLoader.loadModel(model[0][0]);
		this.coreStraight = AdvancedModelLoader.loadModel(model[0][1]);
		this.connectionEnd = AdvancedModelLoader.loadModel(model[0][2]);
		this.connectionStraight = AdvancedModelLoader.loadModel(model[0][3]);
		this.texture = model[0][4];
		break;
	}
	case 1: {
		this.core = AdvancedModelLoader.loadModel(model[1][0]);
		this.coreStraight = AdvancedModelLoader.loadModel(model[1][1]);
		this.connectionEnd = AdvancedModelLoader.loadModel(model[1][2]);
		this.connectionStraight = AdvancedModelLoader.loadModel(model[1][3]);
		this.texture = model[1][4];
		break;
	}
	case 2: {
		this.core = AdvancedModelLoader.loadModel(model[2][0]);
		this.coreStraight = AdvancedModelLoader.loadModel(model[2][1]);
		this.connectionEnd = AdvancedModelLoader.loadModel(model[2][2]);
		this.connectionStraight = AdvancedModelLoader.loadModel(model[2][3]);
		this.texture = model[2][4];
		break;
	}
	case 3:  {
		this.core = AdvancedModelLoader.loadModel(model[3][0]);
		this.coreStraight = AdvancedModelLoader.loadModel(model[3][1]);
		this.connectionEnd = AdvancedModelLoader.loadModel(model[3][2]);
		this.connectionStraight = AdvancedModelLoader.loadModel(model[3][3]);
		this.texture = model[3][4];
		break;
	}
	default: { //Default to this to avoid a NullPointerException.
		this.core = AdvancedModelLoader.loadModel(model[0][0]);
		this.coreStraight = AdvancedModelLoader.loadModel(model[0][1]);
		this.connectionEnd = AdvancedModelLoader.loadModel(model[0][2]);
		this.connectionStraight = AdvancedModelLoader.loadModel(model[0][3]);
		this.texture = model[0][4];
		break;
	}
	}

	GL11.glPushMatrix();
	GL11.glTranslated(x, y, z);
	GL11.glScalef(0.5F, 0.5F, 0.5F);
	GL11.glTranslatef(1.0F, 0.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);

	//Calling all the render methods from here with the model and texture specified above.
	if (this.texture != null) {
		this.bindTexture(texture); {

			if (tileEntity instanceof TileEntityCable) {
				TileEntityCable cable = (TileEntityCable) tileEntity;

				if ((!cable.hasOppositeConnection(cable.connections))) {
					if (this.core != null) this.drawCore(meta);
				} else if (this.coreStraight != null) {
					if (cable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
					if (cable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
					if (cable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
				}

				for (int i = 0; i < cable.connections.length; i++) {
					if (cable.connections[i] != null) {
						if (this.connectionStraight != null) drawConnection(meta, cable.connections[i]); //Drawing and rendering a new connection model for each connected side specified by the tileentity
					}
				}
			}
		}
	}

	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}

/*
 * This method renders the core straight. So, instead of there being a core that you can see in every block, it renders a different core model that
 * matches the connection model, so it looks like there is no core. This is only rendered if there is an opposite connection.
 */
public void drawStraightCore(int meta, ForgeDirection dir) {

	GL11.glPushMatrix();

	if ((dir.equals(ForgeDirection.UP)) || dir.equals(ForgeDirection.DOWN)) {
		GL11.glTranslatef(0.5F, 0.75F, 0.5F);
		GL11.glRotatef(0, 1, 0, 0); //Not Needed, just aesthetic.

	} else if ((dir.equals(ForgeDirection.NORTH)) || (dir.equals(ForgeDirection.SOUTH))) {
		GL11.glTranslatef(0.5F, 1.5F, 0.25F);
		GL11.glRotatef(-90, 1, 0, 0);

	} else if ((dir.equals(ForgeDirection.EAST)) || (dir.equals(ForgeDirection.WEST))) {
		GL11.glTranslatef(-0.25F, 0.5F, 0.5F);
		GL11.glRotatef(-90, 0, 0, 1);

	}
	GL11.glTranslatef(-0.5F, -0.75F, -0.5F); //Translate it back to where it is supposed to be.
	this.coreStraight.renderAll();
	GL11.glPopMatrix();
}


/*
 * This method works by getting the direction to connect to, then translating the connection model to
 * the centre, then rotating it in the appropriate direction, then translating it back, and finally rendering it.
 */
public void drawConnection(int meta, ForgeDirection dir) {

	GL11.glPushMatrix();

	if (dir.equals(ForgeDirection.UP)) {
		GL11.glTranslatef(0.5F, 1.75F, 0.5F);
		GL11.glRotatef(0, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();

	} else if (dir.equals(ForgeDirection.DOWN)) {
		GL11.glTranslatef(0.5F, 0.25F, -0.5F);
		GL11.glRotatef(180, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();

	} else if (dir.equals(ForgeDirection.NORTH)) {
		GL11.glTranslatef(0.5F, 1.5F, -0.75F);
		GL11.glRotatef(-90, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();

	} else if (dir.equals(ForgeDirection.SOUTH)) {
		GL11.glTranslatef(0.5F, 0.5F, 0.75F);
		GL11.glRotatef(90, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();

	} else if (dir.equals(ForgeDirection.EAST)) {
		GL11.glTranslatef(0.75F, 0.5F, 0.5F);
		GL11.glRotatef(-90, 0, 0, 1);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();

	} else if (dir.equals(ForgeDirection.WEST)) {
		GL11.glTranslatef(-0.75F, 1.5F, 0.5F);
		GL11.glRotatef(90, 0, 0, 1);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.connectionStraight.renderAll();
	}

	GL11.glPopMatrix();
}

/*
 * This just renders the core as normal. No rotations.
 */
public void drawCore(int meta) {
	this.core.renderAll();
}
}

Now, I wanted to show my whole class in case anything else was wrongly/inefficiently done.

 

 

 

The problem lies in the switch statement for metadata in the renderTileEntityAt(...) method, I know this because in removing this code (which broke all the models and textures, so it rendered the same model for all of them) my framerate was fine again.

 

So, I believe that  calling "AdvancedModelLoader.loadModel(resourceLocation)" every frame is causing all the lag. So, I have tried putting this switch statement in the constructor which only gets called once, but this didn't work because the constructor was getting called too early, and so the tileentity didn't exist, and so the metadata was -1 (or whatever it would be before it is assigned, because it was not 0, as that would have assigned the first model to all of them), so it was going to the default case.

I don't know how I can only call this function once, but only after the tileentity exists. If not, how could I call this method when the block is added, or maybe once every so often.

 

Thanks.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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I don't recommend using .obj model at all for cables. Even if the .obj model is realy simple, imagine if someone using 100+ cable from your mod. It will be a massive lag!

 

I recommend you using Techne with the .java model. It is much simpler and performance frendly.

 

 

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Okay.

 

FLUFFY2, I'll consider changing to techne, or even tessellators, but for now, I want to get this working because I have put a lot of work into the models, and I want to see them functioning properly in the game. If I notice a considerable amount of lag, I will move away from obj models (and for the record, I have a really bad pc, so if it is even slightly laggy, I'll notice it)

 

Wilz-, I know that is the reason that it is lagging. I just need an alternative way to assign the model to the metadata. Unfortunately, I cant load the model in the constructor, as the constructor is getting called before the tileentity exists, so therefore, it cant get the metadata. And, if it cant get the metadata, it chooses the default case for all the metadatas. I could and would have loaded the model in the constructor if there wasn't multiple metadatas as it wouldn't matter weather or not the tile existed yet.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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Also, if obj models are that laggy, is that down to Forges AdvancedModelLoader, or the obj format / file itself? If it is down to forges AdvancedModelLoader, I might even write my own obj loader to reduce lag if that would be possible.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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?

 

Explain..... ??

 

And, for the record, This code is me figuring out from scratch how to use AdvancedModelLoader, I couldn't find any tutorials for 1.7. I have spent all of today trying to get this working...

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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Okay, well, I have got it working finally.

 

Updated Code:

package generator.net.theepictekkit.generator.client.renderer.blocks;

import generator.net.theepictekkit.generator.Reference;
import generator.net.theepictekkit.generator.common.blocks.advanced.BlockCable;
import generator.net.theepictekkit.generator.common.tileentity.TileEntityCable;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;
import net.minecraftforge.common.util.ForgeDirection;

import org.lwjgl.opengl.GL11;

public class RendererCable extends TileEntitySpecialRenderer {

public final String modid = Reference.MODID;
public final float px = 1.0F / 16.0F;
public boolean drawSmootheConnection;
public int subTypes = 4;
public int resourcesPerType = 5;

public ResourceLocation[][] resource = new ResourceLocation[subTypes][resourcesPerType];
public IModelCustom[][] model = new IModelCustom[subTypes][resourcesPerType];

public RendererCable() {

	this.resource[0][0] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/Core.obj");
	this.resource[0][1] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/CoreStraight.obj");
	this.resource[0][2] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/ConnectionEnd.obj");
	this.resource[0][3] = new ResourceLocation(modid + ":" + "models/obj/LV-Insulated/ConnectionStraight.obj");
	this.resource[0][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_LV.png");

	this.resource[1][0] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Core.obj");
	this.resource[1][1] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Core.obj");
	this.resource[1][2] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Connection.obj");
	this.resource[1][3] = new ResourceLocation(modid + ":" + "models/obj/LV-Uninsulated/Connection.obj");
	this.resource[1][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_LV_Uninsulated.png");

	this.resource[2][0] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/Core.obj");
	this.resource[2][1] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/CoreStraight.obj");
	this.resource[2][2] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/ConnectionEnd.obj");
	this.resource[2][3] = new ResourceLocation(modid + ":" + "models/obj/MV-Insulated/ConnectionStraight.obj");
	this.resource[2][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_MV.png");

	this.resource[3][0] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Core.obj");
	this.resource[3][1] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Core.obj");
	this.resource[3][2] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Connection.obj");
	this.resource[3][3] = new ResourceLocation(modid + ":" + "models/obj/MV-Uninsulated/Connection.obj");
	this.resource[3][4] = new ResourceLocation(modid + ":" + "textures/models/cables/Cable_MV_Uninsulated.png");

	//Set the appropriate model to the appropriate resource
	for (int i = 0; i < subTypes; i++) {
		for (int j = 0; j < resourcesPerType - 1; j++) { //Subtract 1 because .png will cause a crash in loading it as a .obj
			this.model[i][j] = AdvancedModelLoader.loadModel(resource[i][j]);
		}
	}
}

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) {
	int meta = tileEntity.getBlockMetadata();

	GL11.glPushMatrix();
	GL11.glTranslated(x, y, z);
	GL11.glScalef(0.5F, 0.5F, 0.5F);
	GL11.glTranslatef(1.0F, 0.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);

	//Calling all the render methods from here with the model and texture specified above.
	if (this.resource[meta][4] != null) {
		this.bindTexture(resource[meta][4]); {

			if (tileEntity instanceof TileEntityCable) {
				TileEntityCable cable = (TileEntityCable) tileEntity;

				if ((!cable.hasOppositeConnection(cable.connections))) {
					if (this.model[meta][0] != null) this.drawCore(meta);
				} else if (this.model[meta][1] != null) {
					if (cable.connections[0] != null) this.drawStraightCore(meta, ForgeDirection.UP);
					if (cable.connections[2] != null) this.drawStraightCore(meta, ForgeDirection.NORTH);
					if (cable.connections[4] != null) this.drawStraightCore(meta, ForgeDirection.WEST);
				}

				for (int i = 0; i < cable.connections.length; i++) {
					if (cable.connections[i] != null) {
						if (this.model[meta][3] != null) drawConnection(meta, cable.connections[i]); //Drawing and rendering a new connection model for each connected side specified by the tileentity
					}
				}
			}
		}
	}

	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glPopMatrix();
}

/*
 * This method renders the core straight. So, instead of there being a core that you can see in every block, it renders a different core model that
 * matches the connection model, so it looks like there is no core. This is only rendered if there is an opposite connection.
 */
public void drawStraightCore(int meta, ForgeDirection dir) {

	GL11.glPushMatrix();

	if ((dir.equals(ForgeDirection.UP)) || dir.equals(ForgeDirection.DOWN)) {
		GL11.glTranslatef(0.5F, 0.75F, 0.5F);
		GL11.glRotatef(0, 1, 0, 0); //Not Needed, just aesthetic.

	} else if ((dir.equals(ForgeDirection.NORTH)) || (dir.equals(ForgeDirection.SOUTH))) {
		GL11.glTranslatef(0.5F, 1.5F, 0.25F);
		GL11.glRotatef(-90, 1, 0, 0);

	} else if ((dir.equals(ForgeDirection.EAST)) || (dir.equals(ForgeDirection.WEST))) {
		GL11.glTranslatef(-0.25F, 0.5F, 0.5F);
		GL11.glRotatef(-90, 0, 0, 1);

	}
	GL11.glTranslatef(-0.5F, -0.75F, -0.5F); //Translate it back to where it is supposed to be.
	this.model[meta][1].renderAll();
	GL11.glPopMatrix();
}


/*
 * This method works by getting the direction to connect to, then translating the connection model to
 * the centre, then rotating it in the appropriate direction, then translating it back, and finally rendering it.
 */
public void drawConnection(int meta, ForgeDirection dir) {

	GL11.glPushMatrix();

	if (dir.equals(ForgeDirection.UP)) {
		GL11.glTranslatef(0.5F, 1.75F, 0.5F);
		GL11.glRotatef(0, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();

	} else if (dir.equals(ForgeDirection.DOWN)) {
		GL11.glTranslatef(0.5F, 0.25F, -0.5F);
		GL11.glRotatef(180, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();

	} else if (dir.equals(ForgeDirection.NORTH)) {
		GL11.glTranslatef(0.5F, 1.5F, -0.75F);
		GL11.glRotatef(-90, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();

	} else if (dir.equals(ForgeDirection.SOUTH)) {
		GL11.glTranslatef(0.5F, 0.5F, 0.75F);
		GL11.glRotatef(90, 1, 0, 0);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();

	} else if (dir.equals(ForgeDirection.EAST)) {
		GL11.glTranslatef(0.75F, 0.5F, 0.5F);
		GL11.glRotatef(-90, 0, 0, 1);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();

	} else if (dir.equals(ForgeDirection.WEST)) {
		GL11.glTranslatef(-0.75F, 1.5F, 0.5F);
		GL11.glRotatef(90, 0, 0, 1);
		GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
		this.model[meta][3].renderAll();
	}

	GL11.glPopMatrix();
}

/*
 * This just renders the core as normal. No rotations.
 */
public void drawCore(int meta) {
	this.model[meta][0].renderAll();
}
}

And, just in case anyone reading this doesn't understand the model[][] and the resource[][], the first number represents the metadata, and the second represents the resource, so resource[2][3] for example is the straight connection model for metadata 2. resource[metadata][4] is the texture for the given metadata, that is why I subtract 1 when assigning these resourceLocations to the model, otherwise it would try to assign a .png file as a .obj file, then crash with a FileFormatException.

 

Anyway, if you say I do it wrong, then I'll change it.

 

Edit: Solved. But still don't understand why you say I did it wrong.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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