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Posted

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 :/

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

 

  • 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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