Posted October 14, 201411 yr Hello, I am making a pipe that has edges that are opaque and the middle of it is translucent. I have the middle are tinted blue, but still translucent. I am using tessellators by the way. My problem is that it is not rendering some pipes that are behind other pipe. Basically I experience the bug depending on which of the two blocks was placed first. Does any one have any suggestions. All help is appreciated, Thank You! Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
October 14, 201411 yr Post your code. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
October 14, 201411 yr Author This is my render for my pipe block. package mod.xtronius.ttm.tileEntity.renderer; import mod.xtronius.ttm.lib.Reference; import mod.xtronius.ttm.tileEntity.TileEntityPipe; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraftforge.common.util.ForgeDirection; import org.lwjgl.opengl.GL11; public class RenderPipe extends TileEntitySpecialRenderer { float pixel = 1F/16F; float texel = 1F/32F; private ResourceLocation texture = new ResourceLocation(Reference.MOD_ASSET, "textures/blocks/BlockPipe2.png"); private Minecraft mc = Minecraft.getMinecraft(); @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) { GL11.glTranslated(x, y, z); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); this.bindTexture(texture); TileEntityPipe pipe = (TileEntityPipe) tileEntity; if(pipe.onlyOneOpposite(pipe.connections)) { for(int i = 0; i < pipe.connections.length; i++) { if(pipe.connections[i] != null) { drawStraight(pipe.connections[i]); break; } } } else { this.drawCore(tileEntity); for(int i = 0; i < pipe.connections.length; i++) { if(pipe.connections[i] != null) { drawConnection(pipe.connections[i]); } } } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glTranslated(-x, -y, -z); } public void drawConnection(ForgeDirection dir) { float dist = (pixel*10); Tessellator tes = Tessellator.instance; tes.startDrawingQuads(); { GL11.glTranslated(0.5, 0.5, 0.5); if(dir.equals(ForgeDirection.UP)) { //ROTATE } else if(dir.equals(ForgeDirection.DOWN)) { GL11.glRotatef(180, 1, 0, 0); } else if(dir.equals(ForgeDirection.NORTH)) { GL11.glRotatef(270, 1, 0, 0); } else if(dir.equals(ForgeDirection.SOUTH)) { GL11.glRotatef(90, 1, 0, 0); } else if(dir.equals(ForgeDirection.EAST)) { GL11.glRotatef(270, 0, 0, 1); } else if(dir.equals(ForgeDirection.WEST)) { GL11.glRotatef(90, 0, 0, 1); } GL11.glTranslated(-0.5, -0.5, -0.5); if(this.mc.isFancyGraphicsEnabled()) { tes.addVertexWithUV(1-dist, dist, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, dist, dist, 14*texel, 1*texel);// tes.addVertexWithUV(dist, dist, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, 1-dist, 14*texel, 1*texel);// tes.addVertexWithUV(dist, dist, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, dist, 1-dist, 14*texel, 1*texel);// tes.addVertexWithUV(1-dist, dist, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, dist, 14*texel, 1*texel);// } tes.addVertexWithUV(dist, dist, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, dist, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, dist, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, dist, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, dist, 1-dist, 14*texel, 1*texel); } tes.draw(); GL11.glTranslated(0.5, 0.5, 0.5); if(dir.equals(ForgeDirection.UP)) { //ROTATE } else if(dir.equals(ForgeDirection.DOWN)) { GL11.glRotatef(-180, 1, 0, 0); } else if(dir.equals(ForgeDirection.NORTH)) { GL11.glRotatef(-270, 1, 0, 0); } else if(dir.equals(ForgeDirection.SOUTH)) { GL11.glRotatef(-90, 1, 0, 0); } else if(dir.equals(ForgeDirection.EAST)) { GL11.glRotatef(-270, 0, 0, 1); } else if(dir.equals(ForgeDirection.WEST)) { GL11.glRotatef(-90, 0, 0, 1); } GL11.glTranslated(-0.5, -0.5, -0.5); } public void drawCore(TileEntity tileEntity) { Tessellator tes = Tessellator.instance; tes.startDrawingQuads(); { float dist = (pixel*10.5F); float texBRU = 12*texel; float texBRV = 12 *texel; float texTRU = 12*texel; float tetTRV = 0; float texTLU = 0; float texTLV = 0; float texBLU = 0; float texBLV = 12*texel; if(mc.isFancyGraphicsEnabled()) { //INVERTED NORTH tes.addVertexWithUV(dist, dist, dist, texBLU, texBLV); tes.addVertexWithUV(dist, 1-dist, dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, 1-dist, dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, dist, dist, texBRU, texBRV); //INVERTED WEST tes.addVertexWithUV(dist, dist, 1-dist, texBLU, texBLV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(dist, 1-dist, dist, texTRU, tetTRV); tes.addVertexWithUV(dist, dist, dist, texBRU, texBRV); //INVERTED SOUTH tes.addVertexWithUV(1-dist, dist, 1-dist, texBLU, texBLV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(dist, dist, 1-dist, texBRU, texBRV); //INVERTED EAST tes.addVertexWithUV(1-dist, dist, dist, texBLU, texBLV); tes.addVertexWithUV(1-dist, 1-dist, dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, dist, 1-dist, texBRU, texBRV); //INVERTED UP tes.addVertexWithUV(1-dist, dist, dist, texBLU, texBLV); tes.addVertexWithUV(1-dist, dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(dist, dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(dist, dist, dist, texBRU, texBRV); //INVERTED DOWN tes.addVertexWithUV(dist, 1-dist, dist, texBRU, texBRV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, 1-dist, dist, texBLU, texBLV); } //NORTH tes.addVertexWithUV(1-dist, dist, dist, texBRU, texBRV); tes.addVertexWithUV(1-dist, 1-dist, dist, texTRU, tetTRV); tes.addVertexWithUV(dist, 1-dist, dist, texTLU, texTLV); tes.addVertexWithUV(dist, dist, dist, texBLU, texBLV); //WEST tes.addVertexWithUV(dist, dist, dist, texBRU, texBRV); tes.addVertexWithUV(dist, 1-dist, dist, texTRU, tetTRV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(dist, dist, 1-dist, texBLU, texBLV); //SOUTH tes.addVertexWithUV(dist, dist, 1-dist, texBRU, texBRV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, dist, 1-dist, texBLU, texBLV); //EAST tes.addVertexWithUV(1-dist, dist, 1-dist, texBRU, texBRV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, 1-dist, dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, dist, dist, texBLU, texBLV); //UP tes.addVertexWithUV(dist, dist, dist, texBRU, texBRV); tes.addVertexWithUV(dist, dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(1-dist, dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(1-dist, dist, dist, texBLU, texBLV); //DOWN tes.addVertexWithUV(1-dist, 1-dist, dist, texBLU, texBLV); tes.addVertexWithUV(1-dist, 1-dist, 1-dist, texTLU, texTLV); tes.addVertexWithUV(dist, 1-dist, 1-dist, texTRU, tetTRV); tes.addVertexWithUV(dist, 1-dist, dist, texBRU, texBRV); } tes.draw(); } public void drawStraight(ForgeDirection dir) { float dist = (pixel*10); Tessellator tes = Tessellator.instance; tes.startDrawingQuads(); { GL11.glTranslated(0.5, 0.5, 0.5); if(dir.equals(ForgeDirection.UP)) { //ROTATE } else if(dir.equals(ForgeDirection.DOWN)) { GL11.glRotatef(180, 1, 0, 0); } else if(dir.equals(ForgeDirection.NORTH)) { GL11.glRotatef(270, 1, 0, 0); } else if(dir.equals(ForgeDirection.SOUTH)) { GL11.glRotatef(90, 1, 0, 0); } else if(dir.equals(ForgeDirection.EAST)) { GL11.glRotatef(270, 0, 0, 1); } else if(dir.equals(ForgeDirection.WEST)) { GL11.glRotatef(90, 0, 0, 1); } GL11.glTranslated(-0.5, -0.5, -0.5); if(this.mc.isFancyGraphicsEnabled()) { tes.addVertexWithUV(1-dist, 0, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 28*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 28*texel, 1*texel); tes.addVertexWithUV(dist, 0, dist, 14*texel, 1*texel);// tes.addVertexWithUV(dist, 0, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 28*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 28*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, 1-dist, 14*texel, 1*texel);// tes.addVertexWithUV(dist, 0, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 28*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 28*texel, 1*texel); tes.addVertexWithUV(dist, 0, 1-dist, 14*texel, 1*texel);// tes.addVertexWithUV(1-dist, 0, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 28*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 28*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, dist, 14*texel, 1*texel);// } tes.addVertexWithUV(dist, 0, dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 28*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 28*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 28*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 28*texel, 1*texel); tes.addVertexWithUV(dist, 0, 1-dist, 14*texel, 1*texel); tes.addVertexWithUV(dist, 0, 1-dist, 14*texel, 11*texel); tes.addVertexWithUV(dist, 1, 1-dist, 28*texel, 11*texel); tes.addVertexWithUV(dist, 1, dist, 28*texel, 1*texel); tes.addVertexWithUV(dist, 0, dist, 14*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, dist, 14*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, dist, 28*texel, 11*texel); tes.addVertexWithUV(1-dist, 1, 1-dist, 28*texel, 1*texel); tes.addVertexWithUV(1-dist, 0, 1-dist, 14*texel, 1*texel); } tes.draw(); GL11.glTranslated(0.5, 0.5, 0.5); if(dir.equals(ForgeDirection.UP)) { //ROTATE } else if(dir.equals(ForgeDirection.DOWN)) { GL11.glRotatef(-180, 1, 0, 0); } else if(dir.equals(ForgeDirection.NORTH)) { GL11.glRotatef(-270, 1, 0, 0); } else if(dir.equals(ForgeDirection.SOUTH)) { GL11.glRotatef(-90, 1, 0, 0); } else if(dir.equals(ForgeDirection.EAST)) { GL11.glRotatef(-270, 0, 0, 1); } else if(dir.equals(ForgeDirection.WEST)) { GL11.glRotatef(-90, 0, 0, 1); } GL11.glTranslated(-0.5, -0.5, -0.5); } } Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
October 14, 201411 yr Author Can any one please help, I need my block to do the opposite of what the vanilla semi transparent blocks do. Example, you cannot see other adjacent ice block when looking through on. I need to be able to see the pipe when I look through the semi transparent parts of the pipe. Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
October 14, 201411 yr Hi The problem is a common one in alpha blending, i.e. it depends which faces you render first. In your case, you probably have depth culling on, so if you draw the closest face first, the furthest face is hidden (culled) and not drawn at all. The best solution is to sort your faces so that you always draw the furthest faces first. Alternatively you may get acceptable results if you turn off writing to the depth buffer using GL11.glDepthMask(false); See here for some greater explanation http://www.minecraftforge.net/forum/index.php/topic,22368.msg113450.html#msg113450 http://www.minecraftforge.net/forum/index.php/topic,23237.msg117975.html#msg117975 -TGG
October 14, 201411 yr In your renderTileEntityAt method, try putting GL11.glDisable(GL11.GL_CULLING); Quick question, is your pipes connections rendering properly? just curious, because the way I am doing it in my mod uses a lot less code for the rendering. Looks like you have followed ScratchForFun's pipes tutorial. I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.
October 14, 201411 yr Author Sorry for the delay. I have already tried adding that, and that produces a weird line artifact, and yes the pipes do render correctly renderer correctly, I plan to condense it down a fair bit. I was only trying to learn how tessellators work because I have never worked with them before. Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
October 14, 201411 yr I'm not quite sure what you mean by "weird line artifact" explain? And have you tried enabling GL_CULLING where I said to, then disabling it again at the end, just before GL11.glPopMatrix(); so that you enable it, render everything, then disable it again? I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.
October 14, 201411 yr I have just noticed something. You don't have a GL11.glPushMatrix(); and a GL11.glPopMatrix(); How is this working without that? Before you start anything with GL11, start with GL11.glPushMatrix, and when you have finished, end with GL11.glPopMatrix. I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.
October 14, 201411 yr Author I guess the method that calls the render method must call it for me, I had no idea that I forgot to call push Matrix and pop Matrix, thanks for catching that and by weird line artifact I mean it is similar to the artifact that you get when you have z-fighting. Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
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