Jump to content

Recommended Posts

Posted

I'm trying to render an item/block in game. However, the textures look to me like they are all in shades of grey. The textures are visible, barely, but the colors aren't there. It's just all grey. I've toyed around with the OpenGL functions, but quite frankly I'm crap at it and don't really know what's going on. Could use some help.

 

Here is my code:

	@Override
public void renderTileEntityAt(TileEntity te, double x, double y,
									 double z, float partialTick) 
{
	if(te == null || !(te instanceof TileEntityProjectBench))
	{
		return;
	}
	TileEntityProjectBench tpb = (TileEntityProjectBench)te;
	renderBlocks = new RenderBlocks(te.worldObj);
	renderBlocks.renderBlockByRenderType(ProjectBench.instance.projectBench, 
													 (int)x, (int)y, (int)z);
	renderBlocks.useInventoryTint = false;
	ItemStack craftingResult = tpb.findRecipe();
	if(craftingResult != null)
	{
            GL11.glPushMatrix();
		GL11.glEnable(GL12.GL_RESCALE_NORMAL);
		GL11.glDisable(GL11.GL_LIGHTING);
		GL11.glPushMatrix();
		glTranslatef((float)x, (float)y, (float)z);
		glTranslatef(0.5F, 1.2F, 0.5F);
		glScalef(0.3F, 0.3F, 0.3F);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            this.overrideTexture(craftingResult);
            this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F);
            GL11.glPopMatrix();
            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glPopMatrix();
	}
}

 

Picture of problem:

KlXcn.png

 

*Edit, sorry code isn't formatting correctly

Posted

I had this problem with textures in my GUI, but dunno if you can apply this, too. I used this before rendering:

RenderHelper.disableStandardItemLighting();

 

Put that before:

this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F);

 

Then after that:

RenderHelper.enableStandardItemLighting();

 

If that doesn't work, swap these methods around and test it then.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted
  On 11/2/2012 at 9:11 PM, SanAndreasP said:

I had this problem with textures in my GUI, but dunno if you can apply this, too. I used this before rendering:

RenderHelper.disableStandardItemLighting();

 

Put that before:

this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F);

 

Then after that:

RenderHelper.enableStandardItemLighting();

 

If that doesn't work, swap these methods around and test it then.

Thanks for the suggestion, but it didn't do anything. It's weird, it's like OpenGL isn't responding to any of the functions I throw in for lighting. I don't get it.

Posted

Okay, then try this code:

int var5 = entityliving.getBrightnessForRender(f);
int var6 = var5 % 65536;
int var7 = var5 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F);

 

above:

this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F);

 

and replace this:

entityliving.getBrightnessForRender(f)

 

with this:

(float)te.worldObj.getBlockLightValue(te.xCoord, te.yCoord, te.zCoord) / 15F

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F);

        int var6 = var5 % 65536;

        int var7 = var5 / 65536;

        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F);

 

This is the closest I could come. Didn't change a thing.

 

Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java

Posted
  On 11/3/2012 at 4:41 PM, _bau5 said:

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F);

        int var6 = var5 % 65536;

        int var7 = var5 / 65536;

        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F);

 

This is the closest I could come. Didn't change a thing.

 

Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java

 

use this:

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F);

 

instead of this:

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F);

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted
  On 11/3/2012 at 6:54 PM, SanAndreasP said:

  Quote

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F);

        int var6 = var5 % 65536;

        int var7 = var5 / 65536;

        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F);

 

This is the closest I could come. Didn't change a thing.

 

Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java

 

use this:

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F);

 

instead of this:

int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F);

 

Still no change...So frustrating. Code now looks like this:

glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	glPushMatrix();
	glEnable(32826 /*rescale*/);
	glTranslatef((float)x,(float)y,(float)z);
	glTranslatef(0.5F, 1.2F, 0.5F);
	glScalef(0.3F, 0.3F, 0.3F);
	bindTextureByName("/terrain.png");
	int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F);
	int var6 = var5 % 65536;
	int var7 = var5 / 65536;
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F);
	renderBlocks.renderBlockAsItem(Block.blocksList[stack.itemID], stack.getItemDamage(), 1.0F);
	glDisable(32826 /* GL_RESCALE_NORMAL_EXT */);
	glPopMatrix();
	glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

Posted

Put this line after the OpenGLHelper method:

GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

I got it....I finally got it. For some reason var6 and var7 were both zero, there must have been something weird going on with the get block light value method.

 

I debugged the code for the enderman, figured out what were the appropriate values and hardcoded it in.

 

Success.

 

OTY14.png

Posted

But if you hardcoded them in, then they'll glow in the dark ;)

 

EDIT: I forgot something in my code:

int var5 = (int) (((float)tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord)) / 15F * 240F);

 

I forgot to parse the getBlockLightValue method to float, which causes calculation errors: (int)9 / 15F = 0 (and not 0.6F). Try this before you hardcode anything in.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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

    • Just shows this if this is what you mean:  Data  assets/minecraft/models/item/bamboo_mosaic_slab.json  Data  assets/minecraft/models/item/turtle_helmet_quartz_trim.json  Processor failed, invalid outputs:    /home/aron/.minecraft/libraries/net/minecraft/client/1.20.1-20230612.114412/client-1.20.1-20230612.114412- slim.jar      Expected: de86b035d2da0f78940796bb95c39a932ed84834      Actual:   aea60124ca903ecbb2e825805e318f9d89ac867c    /home/aron/.minecraft/libraries/net/minecraft/client/1.20.1-20230612.114412/client-1.20.1-20230612.114412- extra.jar      Expected: 8c5a95cbce940cfdb304376ae9fea47968d02587      Actual:   76e87dbc119daed8dc1861c17160e0c4b6f34d2e There was an error during installation Also I gave the .jar file full permissions too.
    • I checked the hash like you said and it came back as OK each time, also may I ask what you mean by debug mode during installation?  
    • My name is Clara Bennett, and I almost let cryptocurrency destroy me.  Two years ago, after selling my green e-commerce startup, I plunged headfirst into the crypto world. yield farming , I was all in. I believed I wasn’t just investing; I was participating in the next great technological revolution. Within months, my portfolio skyrocketed to $200,000. I even started sketching ideas for a blockchain-based microloan platform to empower small entrepreneurs around the world. Crypto felt like pure freedom and limitless potential. I thought I was untouchable. I thought wrong. It happened through a single email. It looked like a standard security update from my wallet provider polished, routine, and harmless. I interacted with it briefly, thinking it was legitimate. Hours later, I checked my account and realized my entire wallet had been drained. Every token, every coin, gone. I sat there in disbelief, replaying the moment over and over. I had built my career on being cautious with technology, yet somehow, I had still been compromised. The blockchain’s promise of "irreversible transactions" now felt like a cruel joke  .Devastated and desperate, I scoured forums for solutions. Most people told me there was no hope once crypto is gone, it’s gone. Still, I refused to give up. That’s when I stumbled across FUNDS RETRIEVER ENGINEER . I decided to reach out. From the beginning, they were empathetic, and honest about the challenges. They explained their process step-by-step, focusing on tracing transactions, tracking down phishing operators, and leveraging advanced blockchain analytics. It wasn't an overnight fix. It took weeks of meticulous investigation, technical recovery work, and legal coordination .But in the end, their persistence paid off. FUNDS RETRIEVER ENGINEER  was able to trace the stolen funds across multiple wallets and exchanges. Through a combination of technical expertise and strategic action, they managed to recover the full amount I had lost. Today, my crypto portfolio is intact once again. More importantly, I’ve regained my confidence though I am now much wiser and far more cautious. I learned the hard way that while crypto offers incredible opportunities, it also demands extreme vigilance. Thanks to FUNDS RETRIEVER ENGINEER , I recovered my lost funds and  also reclaimed my future in the digital economy. For help  W H A T S A P P:  +1  8  0 2 9 5 2 3 4 7 0 E   m  a I L       F U N D S R  E T R  I E V E R  [@]  E  N  G  I  N  E  E  R.  C  O  M
    • 1. Did you try to remove your system cache or something? 2. Also check jar hash before installing (if it's ok): sha1sum jar_name.jar > jar_name.jar.sha1 sha1sum -c jar_name.jar.sha1 Do this a few times with some interval. This can find out if your hash can be different somehow (garbage files inside).  Also try using sha224sum / sha256sum / sha384sum / sha512sum / shasum. And do you have any debug mode during installation?   UPDATED: and it can be just fixing by chmod'ing jar file. Check its -lZ 
  • Topics

×
×
  • Create New...

Important Information

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