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Posted

I'm working on porting a mod from 1.6.4 to 1.7.10 and I finally got it to compile (after rewriting all the packet stuff and whatnot) but the blocks aren't rendering properly. I really don't understand how OpenGL and all the rendering stuff works so it could very well be something I broke porting the mod.

 

Picture: http://i.imgur.com/R9uGk30.png

 

All the code for the mod can be found on my github account

 

Tile Entity class: code

 

Tile Entity Render: code

I like trains.

You need to override getRenderType to return -1. You are trying to render it as both a tile entity and as a block. And the reason rendering it as a block isnt working is that you dont register the ISBRH.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Put System.out.println calls in your renderer to check if stuff is working. And is this the ISBRH or the TESR?

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

  • Author

I know the TileEntity renderer works. The way the original author wrote it, when you put an item in to sell, the TileEntity renderer will render the item inside the block (the vending machine looks not unlike a glass cookie jar) as if you simply dropped the item on the ground. When I put an item in, the item does show up.

 

I put an "FMLLog.info" bit at the beginning of each method of the ISBRH class that does render stuff (drawBlock, renderInventoryBlock, and renderWorldBlock) and I saw "renderInventoryBlock" and "drawBlock" spammed to the console. So that tells me it's doing stuff, just not the right stuff.

I like trains.

  • Author

I had gotten some help from some of the Minechem devs and they helped me fix the Creative Tab issue. I had to override CreativeTab's getIconItemStack method, have it return an ItemStack and make getTabIconItem return null.

 

The code in my mod's repository is what I'm at right now.

I like trains.

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