Posted January 28, 201510 yr So I'm new to the whole item rendering. I have done some changes with the code, if anyone could help with it, that would be nice: package com.feudalcraft.client.render.items; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.ItemRenderer; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import org.lwjgl.opengl.GL11; import com.feudalcraft.blocksitems.ItemLightCrossbow; import cpw.mods.fml.client.FMLClientHandler; public class RenderItemLightCrossbow implements IItemRenderer { private Minecraft mcinstance = FMLClientHandler.instance().getClient(); @Override public boolean handleRenderType(ItemStack item, IItemRenderer.ItemRenderType type) { return type == IItemRenderer.ItemRenderType.EQUIPPED_FIRST_PERSON || type == IItemRenderer.ItemRenderType.EQUIPPED; } @Override public boolean shouldUseRenderHelper(IItemRenderer.ItemRenderType type, ItemStack item, IItemRenderer.ItemRendererHelper helper) { return true; } @Override public void renderItem(IItemRenderer.ItemRenderType type, ItemStack item, Object... data) { if ((type == IItemRenderer.ItemRenderType.EQUIPPED) || (type == IItemRenderer.ItemRenderType.EQUIPPED_FIRST_PERSON)) { if (!(item.getItem() instanceof ItemLightCrossbow)) { return; } ItemLightCrossbow crossbow = (ItemLightCrossbow)item.getItem(); EntityPlayer entity = (EntityPlayer)data[1]; float i2 = 0.0F; float translation = -1.5F; if ((entity.inventory.getCurrentItem() == null) || (!(entity.inventory.getCurrentItem().getItem() instanceof ItemLightCrossbow))) { return; } GL11.glPushMatrix(); if (i2 < 0.0F) { i2 = 0.0F; } if (type == IItemRenderer.ItemRenderType.EQUIPPED_FIRST_PERSON) { GL11.glTranslatef(0.0F, -(Math.abs(i2) / 2.0F), 0.0F); if (entity.getItemInUseCount() > 0) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(-77.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-44.0F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(-0.9F, -1.2F, -0.85F); GL11.glRotatef(15.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(0.1F, -0.25F, 0.08F); } if (entity.inventory.getCurrentItem().getItem() instanceof ItemLightCrossbow) { GL11.glRotatef(10.0F, 0.0F, 0.0F, 0.0F); GL11.glTranslatef(0.3F, 0.515F, 0.5F); } } else { GL11.glTranslatef(0.7F, 0.225F, 0.6125F); GL11.glRotatef(-40.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-110.0F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0.1F, -0.9F, 0.15F); GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F); GL11.glScalef(1.3F, 1.3F, 1.3F); } renderItemCustom(type, item, data); GL11.glPopMatrix(); GL11.glPushMatrix(); float f28 = item.getMaxItemUseDuration() - (entity.getItemInUseCount() - 1.0F + 1.0F); float f32 = f28 / 50.0F; f32 = (f32 * f32 + f32 * 2.0F) / 3.0F; if (f32 > 1.0F) { f32 = 1.0F; } if (type == IItemRenderer.ItemRenderType.EQUIPPED_FIRST_PERSON) { GL11.glRotatef(-330.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(1.0F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0.0F, 0.5F, 0.15F); GL11.glTranslatef(0.0F, 0.05F, -0.25F); GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(331.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(2.0F, 1.0F, 0.0F, 1.0F); GL11.glScalef(0.7F, 0.7F, 0.7F); if (entity.inventory.getCurrentItem().getItem() instanceof ItemLightCrossbow) { GL11.glRotatef(83.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(-62.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-45.0F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(-1.5F, -1.22F, -0.7F); } } else { GL11.glTranslatef(0.7F, 0.225F, 0.6125F); GL11.glRotatef(-40.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-110.0F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0.05F, -0.7F, 0.15F); GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F); GL11.glScalef(1.3F, 1.3F, 1.3F); } GL11.glPopMatrix(); } } private void renderItemCustom(IItemRenderer.ItemRenderType type, ItemStack item, Object[] data) { int i = 0; EntityLivingBase entity = (EntityLivingBase)data[1]; GL11.glPushMatrix(); Tessellator tes = Tessellator.instance; IIcon icon = entity.getItemIcon(item, i); float f = ((IIcon)icon).getMinU(); float f1 = ((IIcon)icon).getMaxU(); float f2 = ((IIcon)icon).getMinV(); float f3 = ((IIcon)icon).getMaxV(); float j = 0.1F; float l = 0.3F; GL11.glEnable(32826); GL11.glTranslatef(-j, -l, 0.0F); float m = 1.5F; GL11.glScalef(m, m, m); GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(330.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F); ItemRenderer.renderItemIn2D(tes, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 0.0625F); GL11.glDisable(32826); GL11.glPopMatrix(); } }
January 29, 201510 yr Hi Your renderItem method calls itself renderItem(type, item, data); which then calls itself, which calls itself, which calls itself, etc until you run out of stack space. that renderItem call should be to something which actually draws the icon. There seems to be a bunch of unused code in there. What is it all supposed to be doing? -TGG
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.