Posted December 2, 201410 yr so an image tells 1000 words so lets start with one for some reason my block is rendering above my head whenever its placed in game i cant seem to figure out why this unusual bug happens since its never before lol, it is quite annoying would anyone have a clue as to why its happening? im not incredibly familiar with rendering so if its something derpy i apologize my tile entity render class (im rendering a .obj not a normal techne model btw) package com.souleater.Blocks.TileEntities; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.entity.Entity; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.AdvancedModelLoader; import net.minecraftforge.client.model.IModelCustom; import org.lwjgl.opengl.GL11; import com.souleater.Main.SoulEater; import java.awt.*; public class SoulBankTileEntityRender extends TileEntitySpecialRenderer { private final IModelCustom model; ResourceLocation rs; public SoulBankTileEntityRender() { model = AdvancedModelLoader.loadModel(new ResourceLocation(SoulEater.MODID, "Models/soulbank.obj")); rs = new ResourceLocation(SoulEater.MODID, "textures/models/soulbank.png"); } @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) { if(te instanceof TileEntitySoulBank){ GL11.glPushMatrix(); TileEntitySoulBank tile = (TileEntitySoulBank)te; int dir = tile.getBlockMetadata(); GL11.glPushMatrix(); if(dir == 2) { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.0F, (float) z + 1.2F); GL11.glRotatef(180, 0F, 1F, 0F); } else if(dir == 3) { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.0F, (float) z + 0.2F); GL11.glRotatef(180, 0F, 1F, 0F); } else if(dir == 4) { GL11.glTranslatef((float) x + 0.8F, (float) y + 0.0F, (float) z + 0.5F); GL11.glRotatef(90, 0F, 1F, 0F); } else if(dir == 5){ GL11.glTranslatef((float) x - 0.2F, (float) y + 0.0F, (float) z + 0.5F); GL11.glRotatef(90, 0F, 1F, 0F); } GL11.glRotatef(180, 0F, 1F, 0F); bindTexture(rs); GL11.glScaled(60, 60, 60); this.model.renderAll(); GL11.glPopMatrix(); GL11.glPopMatrix(); } } }
December 2, 201410 yr It only translates your renderer to the XYZ coordinates when the direction is 2, 3, 4 or 5. Add a default case ( an } else {) and apply the "standard" translation. Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.
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