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

    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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