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[1.8][Solved]GlStateManager Help


Toxicshadow

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Okay previously I made a topic asking about using the Tessellator and I was told to just use the GlStateManager and I've really been trying. What I'm trying to do is render a square that rotates with the camera based on the player view. I've been trying to use code from Render.class but it's been a struggle still. Here's what I've got so far:


public void drawNameWithHealth(Entity entity, RendererLivingEntity renderer)
{
	Tessellator t = Tessellator.getInstance(); 
	WorldRenderer tw = t.getWorldRenderer();
	tw.startDrawingQuads();
	GL11.glPushMatrix();
	GL11.glEnable(GL11.GL_BLEND);
	tw.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
	GL11.glRotatef(-renderer.func_177068_d().playerViewY, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(renderer.func_177068_d().playerViewX, 1.0F, 0.0F, 0.0F);
                tw.addVertex(0,2,0);
	tw.addVertex(0,3,0);
	tw.addVertex(1,3,0);
	tw.addVertex(1,2,0);
	GL11.glPopMatrix();
	t.draw();
}

@SubscribeEvent
public void handlerRenderLiving(RenderLivingEvent.Pre event)
{
	drawNameWithHealth(event.entity, event.renderer);
}

 

And when I run it, the player gets an ugly semi-transparent square to the upper left of it's model. This is okay, however even though I'm calling GlStateManager.rotate, it does not rotate.

 

Also if you're wondering, the function func_177068_d() does, is it simply returns a RenderManager because the variable renderManager is protected and thus I cannot call renderer.renderManager, but this is essentially what I'm doing.

 

The reason i'm calling the renderer.func_177068_d() code is because in the Render.class, they use

            GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);

to achieve the effect I desire.

 

What am I doing wrong and how can I fix it?

Thank you!

 

Edit: Changed GlStateManager to GL11 so it all uses GL11 instead of some of each.

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Try

.addVertexWithUV();

 

Have you looked at this guide? It is actually pretty useful

http://greyminecraftcoder.blogspot.com/2013/08/the-tessellator.html

It somewhat helped, atleast for understand the UV section, so thank you for that :P

However the plane I've created still does not rotate...

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Show me the code that you added

Alright it's broken into two methods, which are:


public void drawUglyQuad(Entity entity, RendererLivingEntity renderer)
{
	Tessellator t = Tessellator.getInstance(); 
	WorldRenderer tw = t.getWorldRenderer();
	tw.startDrawingQuads();
	GL11.glPushMatrix();
	GL11.glEnable(GL11.GL_BLEND);
	tw.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
	GL11.glRotatef(-renderer.func_177068_d().playerViewY, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(renderer.func_177068_d().playerViewX, 1.0F, 0.0F, 0.0F);
        tw.addVertexWithUV(0,2,0, 0, 0);
	tw.addVertexWithUV(0,3,0, 0, 0);
	tw.addVertexWithUV(1,3,0, 0, 0);
	tw.addVertexWithUV(1,2,0, 0, 0);
	GL11.glPopMatrix();
	t.draw(); 
}

@SubscribeEvent
public void handlerRenderLiving(RenderLivingEvent.Pre event)
{
	drawUglyQuad(event.entity, event.renderer);
}

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Okay so I've done some changes and I've gotten it to a point where it will render a quad above an entity's head. However it still will not rotate. The code I'm using now is:


public void drawUglyQuad(Entity entity, RendererLivingEntity renderer) {
	double x = (Minecraft.getMinecraft().thePlayer.getPosition().getX() - entity.getPosition().getX()) * -1;
	double y = (Minecraft.getMinecraft().thePlayer.getPosition().getY() - entity.getPosition().getY()) * -1;
	double z = (Minecraft.getMinecraft().thePlayer.getPosition().getZ() - entity.getPosition().getZ()) * -1;
	GL11.glPushMatrix();
	Tessellator t = Tessellator.getInstance(); 
	WorldRenderer tw = t.getWorldRenderer();
	tw.startDrawingQuads();
	GL11.glEnable(GL11.GL_BLEND);
	GlStateManager.translate(x,y,z);
	GlStateManager.rotate(-renderer.func_177068_d().playerViewY % 360, 1.0F, 1.0F, 1.0F);
	GlStateManager.rotate(renderer.func_177068_d().playerViewX, 1.0F, 1.0F, 1.0F);
	tw.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
                tw.addVertexWithUV(x,y+2,z, 0, 0);
	tw.addVertexWithUV(x,y+3,z, 0, 0);
	tw.addVertexWithUV(x+1,y+3,z, 0, 0);
	tw.addVertexWithUV(x+1,y+2,z, 0, 0);
	GL11.glPopMatrix();
	t.draw(); 
}

@SubscribeEvent
public void handlerRenderLiving(RenderLivingEvent.Pre event) {
	drawUglyQuad(event.entity, event.renderer);
}

Any help on getting the rotation to work? I suspect the GlStateManager.translate and .rotate are doing nothing...

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Dude!

 

GL11.glPopMatrix();

t.draw();

 

should be

 

t.draw();

GL11.glPopMatrix();

 

Your pop before draw undoes the translate and rotate before OpenGL gets a chance to see it.  The rendering commands aren't sent to OpenGL until you call t.draw().

 

-TGG

 

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Dude!

 

GL11.glPopMatrix();

t.draw();

 

should be

 

t.draw();

GL11.glPopMatrix();

 

Your pop before draw undoes the translate and rotate before OpenGL gets a chance to see it.  The rendering commands aren't sent to OpenGL until you call t.draw().

 

-TGG

Oh my gosh. I feel like an idiot, but thank you! I can get it to work from here, now that it actually rotates :P

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