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Rotate stuff rendered with WorldRenderer/Tesselator[1.8]


ItsAMysteriousYT
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Somehow when i try rotating some lines i draw with the tesselator, they just stay as they are. Any solution?

Here is what i tried so far(Don't wonder about the complicated for loops, i gonna make them in a method later):

 

 

GL11.glRotated(tile.rotation, 0, 1, 0);

GL11.glPushMatrix();

GL11.glLineWidth(2.5F);

WorldRenderer worldRenderer = Tessellator.getInstance().getWorldRenderer();

TileEntity_PowerLine connectedTile = tile.connected;

 

if (connectedTile != null) {

BlockPos pos = connectedTile.getPos();

BlockPos pos2 = tile.getPos();

Vector3f temp = Vector3f.sub(MathUtil.blockPosVec(pos), MathUtil.blockPosVec(pos2), null);

double distance = euclidianDistance(MathUtil.blockPosVec(pos), MathUtil.blockPosVec(pos2));

double scalefactor = distance*5.81;

//Drawing

GlStateManager.pushAttrib();

GlStateManager.pushMatrix();

worldRenderer.startDrawing(GL11.GL_LINE_STRIP);

worldRenderer.setColorOpaque(0, 0, 0);

 

 

for (double i = -distance/2; i <= distance/2; i+=1D) {

double cosh = Math.cosh(i /  distance/2.0)*scalefactor;

double offsetY=(Math.cosh(distance/2 /  distance/2)*scalefactor);

worldRenderer.addVertex(posX+0.5 + 7, posY+21.98 -offsetY + cosh , posZ+0.5 + distance/2 + i);

 

}

Tessellator.getInstance().draw();

 

worldRenderer.startDrawing(GL11.GL_LINE_STRIP);

worldRenderer.setColorOpaque(0, 0, 0);

for (double i = -distance/2; i <= distance/2; i+=1D) {

double cosh = Math.cosh(i / distance/2.0)*scalefactor;

double offsetY=(Math.cosh(distance/2 /  distance/2)*scalefactor);

worldRenderer.addVertex(posX - 7, posY+21.98 -offsetY + cosh, posZ+0.5 + distance/2 + i);

 

}

Tessellator.getInstance().draw();

 

worldRenderer.startDrawing(GL11.GL_LINE_STRIP);

worldRenderer.setColorOpaque(0, 0, 0);

for (double i = -distance/2; i <= distance/2; i+=1D) {

double cosh = Math.cosh(i / distance/2.0)*scalefactor;

double offsetY=(Math.cosh(distance/2 /  distance/2)*scalefactor);

worldRenderer.addVertex(posX+0.5 + 3.5, posY+21.98 -offsetY + cosh, posZ+0.5 + distance/2 + i);

 

}

Tessellator.getInstance().draw();

 

worldRenderer.startDrawing(GL11.GL_LINE_STRIP);

worldRenderer.setColorOpaque(0, 0, 0);

for (double i = -distance/2; i <= distance/2; i+=1D) {

double cosh = Math.cosh(i / distance/2.0)*scalefactor;

double offsetY=(Math.cosh(distance/2 /  distance/2)*scalefactor);

worldRenderer.addVertex(posX+0.5 - 3.5, posY+21.98 -offsetY + cosh, posZ +0.5 + distance/2 + i);

 

}

Tessellator.getInstance().draw();

 

worldRenderer.startDrawing(GL11.GL_LINE_STRIP);

worldRenderer.setColorOpaque(0, 0, 0);

for (double i = -distance/2; i <= distance/2; i+=1D) {

double cosh = Math.cosh(i / distance/2.0)*scalefactor;

double offsetY=(Math.cosh(distance/2 /  distance/2)*scalefactor);

worldRenderer.addVertex(posX+0.5, posY+29.98 -offsetY + cosh, posZ+0.5 + distance/2 + i);

 

}

Tessellator.getInstance().draw();

 

GlStateManager.popMatrix();

GlStateManager.popAttrib();

}

if (tile.connected != null) {

BlockPos p = tile.getPos();

BlockPos p2 = tile.getPos();

Vector3f tilePos = new Vector3f(p.getX(), p.getY(), p.getZ());

Vector3f connectedTilePos = new Vector3f(p2.getX(), p2.getY(), p2.getZ());

double dot = Vector3f.dot(tilePos, connectedTilePos);

double angle = Vector3f.angle(tilePos, connectedTilePos);

GL11.glRotated(angle, 0, 1, 0);

}

GL11.glPopMatrix();

 

 

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Well I would start by isolating the code that draws lines into another method, then try running your GL11.rotate before running the method.

 

Edit: Try calling your GL11.glRotated(tile.rotation, 0, 1, 0); after you call the pushMatrix(); talking about the first 2 lines

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

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