Posted October 5, 201410 yr My mod adds a custom lightning bolt called dark lightning, with a custom renderer to make it render darkly. However, I am unable to colour the lightning black, no matter how I set the colour values. RenderDarkLightning: package net.condorcraft110.stygian.render; import java.util.*; import org.lwjgl.opengl.*; import net.minecraft.util.*; import net.minecraft.entity.*; import net.minecraft.client.renderer.*; import net.condorcraft110.stygian.entity.*; import net.minecraft.client.renderer.entity.*; public class RenderDarkLightning extends Render { public void doRender(EntityDarkLightning entity, double x, double y, double z, float f, float g) { Tessellator tessellator = Tessellator.instance; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); double[] adouble = new double[8]; double[] adouble1 = new double[8]; double d3 = 0.0D; double d4 = 0.0D; Random random = new Random(entity.boltVertex); for(int i = 7; i >= 0; --i) { adouble[i] = d3; adouble1[i] = d4; d3 += (double)(random.nextInt(11) - 5); d4 += (double)(random.nextInt(11) - 5); } for(int k1 = 0; k1 < 4; ++k1) { Random random1 = new Random(entity.boltVertex); for(int j = 0; j < 3; ++j) { int k = 7; int l = 0; if(j > 0) { k = 7 - j; } if(j > 0) { l = k - 2; } double d5 = adouble[k] - d3; double d6 = adouble1[k] - d4; for(int i1 = k; i1 >= l; --i1) { double d7 = d5; double d8 = d6; if(j == 0) { d5 += (double)(random1.nextInt(11) - 5); d6 += (double)(random1.nextInt(11) - 5); } else { d5 += (double)(random1.nextInt(31) - 15); d6 += (double)(random1.nextInt(31) - 15); } tessellator.startDrawing(5); tessellator.setColorRGBA_F(0F, 0F, 0F, 1F); // Sets the colour, but still white double d9 = 0.1D + (double)k1 * 0.2D; if(j == 0) { d9 *= (double)i1 * 0.1D + 1.0D; } double d10 = 0.1D + (double)k1 * 0.2D; if(j == 0) { d10 *= (double)(i1 - 1) * 0.1D + 1.0D; } for(int j1 = 0; j1 < 5; ++j1) { double d11 = x + 0.5D - d9; double d12 = z + 0.5D - d9; if(j1 == 1 || j1 == 2) { d11 += d9 * 2.0D; } if(j1 == 2 || j1 == 3) { d12 += d9 * 2.0D; } double d13 = x + 0.5D - d10; double d14 = z + 0.5D - d10; if(j1 == 1 || j1 == 2) { d13 += d10 * 2.0D; } if(j1 == 2 || j1 == 3) { d14 += d10 * 2.0D; } tessellator.addVertex(d13 + d5, y + (double)(i1 * 16), d14 + d6); tessellator.addVertex(d11 + d7, y + (double)((i1 + 1) * 16), d12 + d8); } tessellator.draw(); } } } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); } public void doRender(Entity entity, double x, double y, double z, float f, float g) { doRender((EntityDarkLightning)entity, x, y, z, f, g); } protected ResourceLocation getEntityTexture(Entity entity) { return null; } } Update: When I don't enable GL_BLEND, the lightning does indeed render in black - but solidly. I want black-coloured lightning, not a large black line in the world
October 5, 201410 yr Hi Try using this blend function instead of GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Use an alpha value of (say) 0.25 to start off with. This online tool might be helpful, http://www.andersriggelsen.dk/glblendfunc.php also this background info link http://www.glprogramming.com/red/chapter06.html -TGG
October 5, 201410 yr Author Hi Try using this blend function instead of GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Use an alpha value of (say) 0.25 to start off with. This online tool might be helpful, http://www.andersriggelsen.dk/glblendfunc.php also this background info link http://www.glprogramming.com/red/chapter06.html -TGG IT WORKED! Thank you! I really should get down to learning OpenGL properly...
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