Jump to content

Recommended Posts

Posted

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.

Posted

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);
}

Posted

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...

Posted

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

 

Posted

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

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

    • logs too big for one pastebin https://pastebin.com/ZjUGHu3u  https://pastebin.com/RqCUZf3X  https://pastebin.com/6ZPS99nD
    • You probably used jd-gui to open it, didn't you? Nothing wrong with that, I also made that mistake, except that Notch was a smart guy and he obfuscated the code. That's why you only see files called "a", "b", "c" and then a file that combines them all. As I said, use RetroMCP to deobfuscate the code so that you will 100% understand it and be able to navigate it.
    • Decompiling minecraft indev, infdev, alpha, beta or whichever legacy version is really easy. I'm not a plug, I just also got interested in modding legacy versions (Infdev to be specific). Use https://github.com/MCPHackers/RetroMCP-Java Once you install their client and the Zulu Architecture that they say they recommend (or use your own Java). I encountered some problems, so I run it with: "java -jar RetroMCP-Java-CLI.jar". You should run it in a seperate folder (not in downloads), otherwise the files and folders will go all over the place. How to use RetroMCP: Type setup (every time you want change version), copy-paste the version number from their list (they support indev), write "decompile" and done! The code will now be deobfuscated and filenames will be normal, instead of "a", "b" and "c"! Hope I helped you, but I don't expect you to reply, as this discussion is 9 years old! What a piece of history!  
    • I know that this may be a basic question, but I am very new to modding. I am trying to have it so that I can create modified Vanilla loot tables that use a custom enchantment as a condition (i.e. enchantment present = item). However, I am having trouble trying to implement this; the LootItemRandomChanceWithEnchantedBonusCondition constructor needs a Holder<Enchantment> and I am unable to use the getOrThrow() method on the custom enchantment declared in my mod's enchantments class. Here is what I have so far in the GLM:   protected void start(HolderLookup.Provider registries) { HolderLookup.RegistryLookup<Enchantment> registrylookup = registries.lookupOrThrow(Registries.ENCHANTMENT); LootItemRandomChanceWithEnchantedBonusCondition lootItemRandomChanceWithEnchantedBonusCondition = new LootItemRandomChanceWithEnchantedBonusCondition(0.0f, LevelBasedValue.perLevel(0.07f), registrylookup.getOrThrow(*enchantment here*)); this.add("nebu_from_deepslate", new AddItemModifier(new LootItemCondition[]{ LootItemBlockStatePropertyCondition.hasBlockStateProperties(Blocks.DEEPSLATE).build(), LootItemRandomChanceCondition.randomChance(0.25f).build(), lootItemRandomChanceWithEnchantedBonusCondition }, OrichalcumItems.NEBU.get())); }   Inserting Enchantments.[vanilla enchantment here] actually works but trying to declare an enchantment from my custom enchantments class as [mod enchantment class].[custom enchantment] does not work even though they are both a ResourceKey and are registered in Registries.ENCHANTMENT. Basically, how would I go about making it so that a custom enchantment declared as a ResourceKey<Enchantment> of value ResourceKey.create(Registries.ENCHANTMENT, ResourceLocation.fromNamespaceAndPath([modid], [name])), declared in a seperate enchantments class, can be used in the LootItemRandomChanceWithEnchantedBonusCondition constructor as a Holder? I can't use getOrThrow() because there is no level or block entity/entity in the start() method and it is running as datagen. It's driving me nuts.
  • Topics

×
×
  • Create New...

Important Information

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