Jump to content

[1.7.10][Unsolved] Rendering full 3D block on GUI (No Itemstacks!)


Recommended Posts

Posted

Hey everyone,

 

I am trying to render a block onto a GUI in 3D. I'm not using the ItemRenderer code, because the block has to be in full 3D. I am trying to render it, but it isn't working. It's not crashing the game or throwing errors, but it isn't rendering all the same. I need to work this out to finish the mod.

 

Here's the render code:

public void renderModel() {

	RenderBlocks blockRenderer = new RenderBlocks(Minecraft.getMinecraft().theWorld);
	Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture);

	for(BlockData data : getBlocks()) {

		GL11.glPushMatrix();
		GL11.glScalef(data.getScaleX(), data.getScaleY(), data.getScaleZ());
		GL11.glTranslatef(data.getPositionX(), data.getPositionY(), data.getPositionZ());
        blockRenderer.renderBlockAllFaces(data.getBlock(), 0, 0, 0);
		GL11.glPopMatrix();

	}

}

 

Here's the GUI code:

package assets.blockmodeller.client.gui;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.Gui;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.resources.I18n;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemStack;
import net.minecraft.network.play.client.C01PacketChatMessage;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import assets.blockmodeller.client.model.BlockData;
import assets.blockmodeller.client.model.Model;

public class GuiBlockModeller extends GuiScreen {

public Model model;

public GuiBlockModeller() {

	model = new Model("New Model");
	model.addBlock(Blocks.grass, 0);

}

public void initGui() {

	Minecraft.getMinecraft().thePlayer.sendQueue.addToSendQueue(new C01PacketChatMessage("/me " + I18n.format("mutliplayer.blockmodeller.guiOpened")));

}

public void drawScreen(int mx, int my, float f) {

	drawDefaultBackground();
	super.drawScreen(mx, my, f);
	renderModel(51, 75);

}

public void renderModel(int x, int y) {

	GL11.glEnable(GL11.GL_COLOR_MATERIAL);
	GL11.glPushMatrix();
	GL11.glTranslatef((float)x, (float)y, 50.0F);
	//GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
	model.renderModel();
	GL11.glPopMatrix();
	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
	this.mc.renderEngine.bindTexture(Gui.icons);

}

private void drawItemStack(ItemStack p_146982_1_, int p_146982_2_, int p_146982_3_, String p_146982_4_) {

        GL11.glTranslatef(0.0F, 0.0F, 32.0F);
        this.zLevel = 200.0F;
        itemRender.zLevel = 200.0F;
        FontRenderer font = null;
        if (p_146982_1_ != null) font = p_146982_1_.getItem().getFontRenderer(p_146982_1_);
        if (font == null) font = fontRendererObj;
        itemRender.renderItemAndEffectIntoGUI(font, this.mc.getTextureManager(), p_146982_1_, p_146982_2_, p_146982_3_);
        itemRender.renderItemOverlayIntoGUI(font, this.mc.getTextureManager(), p_146982_1_, p_146982_2_, p_146982_3_, p_146982_4_);
        this.zLevel = 0.0F;
        itemRender.zLevel = 0.0F;
    
}

public boolean doesGuiPauseGame() {

	return false;

}

}

 

Can anyone help? It would really help me out, and please, not ItemRenderer!

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Posted

I just want to be able to render a full 3D block on my GUI. I would prefer to use RenderBlocks instead of RenderItem.

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Posted

The code looks fine at first glance, maybe trying to retro fit the IItemRenderer code to work with your GUI this way you use MC pipeline for rendering objects.

 

To better clarify that I am understanding what your are doing, you are trying to render a normal 3D object on the screen to preview it. Correct?

 

 

I require Java, both the coffee and the code :)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You can check mod compatibility remove new mods and test them one by one.
    • @Tsuk1 Also, new note, you can use blockbench to make the custom item model for when it is not on the head.   EDIT: Funny story, I am making a mod similar to yours! Mine is called NorseMC.
    • @Nood_dev Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): The specific UUID does not matter, just that it is the same every time, which is why UUID#randomUUID does not work public class DaggerItem extends TieredItem implements Vanishable { protected static final double REACH_MODIFIER = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers; protected final UUID BASE_ATTACK_REACH_UUID = UUID.fromString("6fe75b5c-9d1b-4e83-9eea-a1d5a94e8dd5") public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) { super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties); this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus(); ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION)); // THE ONE YOU WANT: builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(BASE_ATTACK_REACH_UUID, "Weapon modifier", REACH_MODIFIER, AttributeModifier.Operation.ADDITION)); this.defaultModifiers = builder.build(); } @Override public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) { return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot); } }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.