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1.7.10 Render Projektil in 3d?


NextInima

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Hey Guys! again thanks u all for help. i just want to say that!

 

I have a problem with the Render of my projektil.

 

i want to make 2 typs of it

 

one is allready dont, it fly like and help item.

 

the secound i want to do, is that he flys like 90° ..btw from the shooting entity,

 

like is full 3D

Unbenannt.png

 

I hope u can help me.!

 

my render code is

 

 

 

import net.minecraft.client.renderer.entity.Render;

import net.minecraft.client.renderer.texture.TextureMap;

import net.minecraft.client.renderer.Tessellator;

import net.minecraft.entity.Entity;

import net.minecraft.entity.projectile.EntityArrow;

import net.minecraft.entity.projectile.EntityPotion;

import net.minecraft.item.Item;

import net.minecraft.item.ItemPotion;

import net.minecraft.potion.PotionHelper;

import net.minecraft.util.IIcon;

import net.minecraft.util.MathHelper;

import net.minecraft.util.ResourceLocation;

 

import org.lwjgl.opengl.GL11;

import org.lwjgl.opengl.GL12;

 

public class RenderProjectil extends Render

{

    private Item field_94151_a;

    private int field_94150_f;

    private static final String __OBFID = "CL_00001008";

 

    public RenderProjectil(Item p_i1259_1_, int p_i1259_2_)

    {

        this.field_94151_a = p_i1259_1_;

        this.field_94150_f = p_i1259_2_;

    }

 

    public RenderProjectil(Item p_i1260_1_)

    {

        this(p_i1260_1_, 0);

    }

 

    /**

    * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then

    * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic

    * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,

    * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.

    */

    public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)

    {

        IIcon iicon = this.field_94151_a.getIconFromDamage(this.field_94150_f);

 

        if (iicon != null)

        {

            GL11.glPushMatrix();

            GL11.glTranslatef((float)p_76986_2_, (float)p_76986_4_, (float)p_76986_6_);

            GL11.glEnable(GL12.GL_RESCALE_NORMAL);

            GL11.glScalef(0.5F, 0.5F, 0.5F);

            this.bindEntityTexture(p_76986_1_);

            Tessellator tessellator = Tessellator.instance;

 

            if (iicon == ItemPotion.func_94589_d("bottle_splash"))

            {

                int i = PotionHelper.func_77915_a(((EntityPotion)p_76986_1_).getPotionDamage(), false);

                float f2 = (float)(i >> 16 & 255) / 255.0F;

                float f3 = (float)(i >> 8 & 255) / 255.0F;

                float f4 = (float)(i & 255) / 255.0F;

                GL11.glColor3f(f2, f3, f4);

                GL11.glPushMatrix();

                this.func_77026_a(tessellator, ItemPotion.func_94589_d("overlay"));

                GL11.glPopMatrix();

                GL11.glColor3f(1.0F, 1.0F, 1.0F);

            }

 

            this.func_77026_a(tessellator, iicon);

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);

            GL11.glPopMatrix();

        }

    }

 

    protected ResourceLocation getEntityTexture(Entity p_110775_1_)

    {

        return TextureMap.locationItemsTexture;

    }

 

    private void func_77026_a(Tessellator p_77026_1_, IIcon p_77026_2_)

    {

        float f = p_77026_2_.getMinU();

        float f1 = p_77026_2_.getMaxU();

        float f2 = p_77026_2_.getMinV();

        float f3 = p_77026_2_.getMaxV();

        float f4 = 1.0F;

        float f5 = 0.5F;

        float f6 = 0.25F;

        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);

        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);

        p_77026_1_.startDrawingQuads();

        p_77026_1_.setNormal(0.0F, 1.0F, 0.0F);

        p_77026_1_.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);

        p_77026_1_.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);

        p_77026_1_.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);

        p_77026_1_.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);

        p_77026_1_.draw();

    }

}

 

 

its not my code, its copy paste from many google sites i have found,.... shame on me  :-[

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