Jump to content

Recommended Posts

Posted

Hello!

 

I have been looking through the Forge source as well as traced in debug mode, but can't be entirely sure of the answer to the following question:

 

When an entity is being rendered, does each entity posses it's own model object, or does the renderer instantiate just one model, pose it for each entity, render and move on? The former seems unlikely to me, since every render frame all the info is basically replaced during a render event.

 

The reason for this question is that I'm going about rendering a custom Player model not by substituting the modelrenderer, but by detecting and redirecting the render event to another modelrenderer - that way I can have the legacy renderer (as well as any others that the player might be using) and, at the press of a button, it can change to mine.

 

What I need to know is if me instantiating just one ModelRenderer and one Model is okay for this kind of method, or do I need to go about this another way, such as a Map of UUID to ModelRenderer.

 

If any of this is unclear, I'll try and elaborate in further posts. Any guidance is very appreciated!

I do pony stuff :3

Posted

You should keep the models cached, because they compile themselves into a Display List. If you create a new Model every time it will create a new Display List every time, which is not good.

You also need to clean up the Display Lists when you no longer need the model. For every

ModelRenderer

in your Model you need to call

GL11.glDeleteLists(<listID>, 1);

with

<listID

being

ModelRenderer#displayList

(you will need reflection to access this field, since it is private).

 

Thank you for the reply! I'll have to look into the displayList.

 

I guess that means that for my custom Renderer (which will imitate a RenderPlayer) I only need one instance of said class? It will contain, as you said, one instance of a model (derived from ModelBiped) which will be manipulated and rendered. I just want to make super sure I'm not doing something horribly against the current flow.

I do pony stuff :3

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

    • I want to create block with entity, that will have height of 3 or more(configurable) and I tried to change first VoxelShape by increasing collision box on height I want and for changing block height on visual side i tried to configure BlockModelBuilder:  base.element() .from(0, 0, 0) .to(16f, 48f, 16f) .face(Direction.UP).texture("#top").end() .face(Direction.DOWN).texture("#bottom").end() .face(Direction.NORTH).texture("#side").end() .face(Direction.SOUTH).texture("#side").end() .face(Direction.WEST).texture("#side").end() .face(Direction.EAST).texture("#side").end() .end(); but, getting crash with next error: Position y out of range, must be within [-16, 32]. Found: %d [48.0]; Looks like game wont to block height modified by more than 32. Is there any way to fix that problem?
    • As long as the packets you are sending aren't lost, there's nothing wrong with what you're currently doing. Although, this sounds like something that would benefit from you making your own datapack registry instead of trying to arbitrarily sync static maps. Check out `DataPackRegistryEvent.NewRegistry`.
    • Hey all, I've been working a lot with datapacks lately, and I'm wondering what the most efficient way to get said data from server to client is.  I'm currently using packets, but given that a lot of the data I'm storing involves maps along the lines of Map<ResourceLocation, CustomDataType>, it can easily start to get messy if I need to transmit a lot of that data all at once. Recently I started looking into the ReloadableServerResources class, which is where Minecraft stores its built-ins.  I see you can access it via the server from the server's resources.managers, and it seems like this can be done even from the client to appropriately retrieve data from the server, unless I'm misunderstanding.  However, from what I can tell, this only works via built-in methods such as getRecipeManager() or getLootTables(), etc.  These are all SimpleJsonResourceReloadListeners, just like my datapack entries are, so it seems like it could be possible for me to access my datapack entries similarly?  But I don't see anywhere in ReloadableServerResources that stores loaded modded entries, so either I'm looking in the wrong place or it doesn't seem to be a thing. Are packets really the best way of doing this, or am I missing a method that would let me use ReloadableServerResources or something similar?
    • Hi, everyone! I'm new to minecraft modding stuff and want ask you some questions. 1. I checked forge references and saw there com.mojang and net.minecraft (not net.minecraftforge) and as I understand it's original game packages with all minecraft logic inside including renderers and so on, right? 2. Does it mean that forge has a limited set of instruments which doesn't cover all the aspects of the game? If make my question more specific then does forge provide such instruments that allow me totally change minecraft itself, like base mechanics and etc.? Or I have to use "original game packages" to implement such things? 3. I actively learning basic concepts with forge documentation and tutorials. So in my plans make different inventory system like in diabloids. Is that possible with forge? 4. It is last question related to the second one. So how deeply I can change minecraft with forge? I guess all my questions above because of that I haven't globally understanding what forge is and how it works inside and how it works with minecraft. It would be great if you provide some links or topics about it or explain it by yourself but I guess it's to big to be explained in that post at once. Anyway, thank you all for any help!
    • Im trying add to block a hole in center, just a usual block and in center of it on up side, there is should be a hole. I tried to add it via BlockModelBuilder, but its not working. Problem is that it only can change block size outside. I tried it to do with VoxelShape and its working, but its has been on server side and looks like its just changed collision shape, but for client, there is a texture covering this hole. I tried to use: base.renderType("cutout"); and removed some pixels from texture. I thought its should work, but game optimization makes block inside looks transparent. So, only custom model?
  • Topics

×
×
  • Create New...

Important Information

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