Posted August 3, 201510 yr Hey, I made a block with a transparent texture on the sides, but it looks ugly because it doesn't draw the textures on the inner sides : [/img] (I overrode the isOpaqueCube function to return false so it renders block that are next to mine) Is there a way I can render a texture inside the block ?
August 3, 201510 yr Author I just tried, it doesn't work @Override public boolean shouldSideBeRendered(IBlockAccess p_149646_1_, int p_149646_2_, int p_149646_3_, int p_149646_4_, int p_149646_5_) { return true; } I'm guessing it's because the textures are drawn on planes, which only have one side rendered
August 4, 201510 yr Hi I think you can achieve this by rendering your block in pass 1, which turns off back-face culling - Block.getRenderBlockPass() or Block.canRenderInPass(). It also turns on alpha blending but if you set your alpha to 1 it won't look any different. -TGG
August 4, 201510 yr Author Thanks everyone, I tried to use a custom renderer with a tessellator, couldn't really get how I was supposed to do it, so I tried TGG's solution, and added this to my block's class @Override public int getRenderBlockPass() { return 1; } @Override public boolean canRenderInPass(int pass) { return (pass == 1)? true : false; } But I don't think I'm doing this right, and it didn't change anything
August 5, 201510 yr Hmm that should have worked. Perhaps I'm wrong, I last tested it in 1.6.4 I think. Instead, you could use an ISimpleBlockRenderingHandler and use GL11.glDisable(GL11.GL_CULL_FACE), then call the vanilla block rendering method, then change CULL_FACE back again. http://greyminecraftcoder.blogspot.com.au/2013/07/rendering-non-standard-blocks.html and http://greyminecraftcoder.blogspot.com.au/2013/07/block-rendering.html -TGG
August 6, 201510 yr Author Hey, thanks for the link ! I was curious and looked at your blog, found this very interesting post on the Tessellator. It explains everything I need, I'll try again using the Tesselator because it's really interesting and I might need it later on. Thanks a lot !
August 6, 201510 yr Author Alright, spent a lot of time on this thing, but it was worth it ! Had some problems too with the render in inventory, thanks again TGG found a solution of yours on another topic. My block looks really nice now Code for my renderer, not really commented but you can find anything you need on TGG's blog package com.niverton.concretemod.client; import org.lwjgl.opengl.GL11; import com.niverton.concretemod.blocks.BlockScaffold; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import cpw.mods.fml.client.registry.RenderingRegistry; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.IIcon; import net.minecraft.world.IBlockAccess; public class RendererScaffoldBlock implements ISimpleBlockRenderingHandler { public static int renderID; public RendererScaffoldBlock() { renderID = RenderingRegistry.getNextAvailableRenderId(); } @Override public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) { GL11.glTranslatef(-0.5F, -0.5F, -0.5F); Tessellator tessellator = Tessellator.instance; //Get icons from custom register (useful for renderers and fluids) IIcon side = ConcreteModClientProxy.getIcon(BlockScaffold.name.toLowerCase() + "_side"); IIcon top = ConcreteModClientProxy.getIcon(BlockScaffold.name.toLowerCase() + "_top"); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1.0F, 0.0F); renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, top); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, top); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1.0F); renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, side); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, side); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1.0F, 0.0F, 0.0F); renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, side); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, side); tessellator.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { renderer.renderStandardBlock(block, x, y, z); Tessellator tes = Tessellator.instance; tes.setBrightness(block.getMixedBrightnessForBlock(world, x, y, z)); IIcon side = ConcreteModClientProxy.getIcon(BlockScaffold.name.toLowerCase() + "_side"); //South tes.addVertexWithUV(x+0, y+0, z+0.999, side.getMinU(), side.getMaxV()); //0.999 instead of 1 for Z fighting (textures overlapping) tes.addVertexWithUV(x+0, y+1, z+0.999, side.getMinU(), side.getMinV()); tes.addVertexWithUV(x+1, y+1, z+0.999, side.getMaxU(), side.getMinV()); tes.addVertexWithUV(x+1, y+0, z+0.999, side.getMaxU(), side.getMaxV()); //East tes.addVertexWithUV(x+0.999, y+0, z+1, side.getMinU(), side.getMaxV()); tes.addVertexWithUV(x+0.999, y+1, z+1, side.getMinU(), side.getMinV()); tes.addVertexWithUV(x+0.999, y+1, z+0, side.getMaxU(), side.getMinV()); tes.addVertexWithUV(x+0.999, y+0, z+0, side.getMaxU(), side.getMaxV()); //North tes.addVertexWithUV(x+1, y+0, z+0.001, side.getMinU(), side.getMaxV()); tes.addVertexWithUV(x+1, y+1, z+0.001, side.getMinU(), side.getMinV()); tes.addVertexWithUV(x+0, y+1, z+0.001, side.getMaxU(), side.getMinV()); tes.addVertexWithUV(x+0, y+0, z+0.001, side.getMaxU(), side.getMaxV()); //West tes.addVertexWithUV(x+0.001, y+0, z+0, side.getMinU(), side.getMaxV()); tes.addVertexWithUV(x+0.001, y+1, z+0, side.getMinU(), side.getMinV()); tes.addVertexWithUV(x+0.001, y+1, z+1, side.getMaxU(), side.getMinV()); tes.addVertexWithUV(x+0.001, y+0, z+1, side.getMaxU(), side.getMaxV()); IIcon top = ConcreteModClientProxy.getIcon(BlockScaffold.name.toLowerCase() + "_top"); //Top tes.addVertexWithUV(x+0, y+0.999, z+1, top.getMinU(), top.getMaxV()); tes.addVertexWithUV(x+0, y+0.999, z+0, top.getMinU(), top.getMinV()); tes.addVertexWithUV(x+1, y+0.999, z+0, top.getMaxU(), top.getMinV()); tes.addVertexWithUV(x+1, y+0.999, z+1, top.getMaxU(), top.getMaxV()); //Bottom tes.addVertexWithUV(x+0, y+0.001, z+0, top.getMinU(), top.getMaxV()); tes.addVertexWithUV(x+0, y+0.001, z+1, top.getMinU(), top.getMinV()); tes.addVertexWithUV(x+1, y+0.001, z+1, top.getMaxU(), top.getMinV()); tes.addVertexWithUV(x+1, y+0.001, z+0, top.getMaxU(), top.getMaxV()); return true; } @Override public boolean shouldRender3DInInventory(int modelId) { return true; } @Override public int getRenderId() { return renderID; } }
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.