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[1.7.10]TileEntitySpecialRenderer Transparent Sides.


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Posted

Hi, I'm writing mod began studying Tessellator, all I want , but there is one catch , here's a video , please help

Sorry for the bad english .

 

I do not know where to go .

 

https://www.youtube.com/watch?v=3oseyxqsFik

 

 

package com.economy.render;

import com.economy.item.Items;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.init.Blocks;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;

/**
* Created by NEO on 31.12.2015.
*/
public class TileEntityTradeShopRenderer extends TileEntitySpecialRenderer {

    @Override
    public void renderTileEntityAt(TileEntity p_147500_1_, double x, double y, double z, float p_147500_8_) {
        GL11.glPushMatrix();
        GL11.glTranslated(x, y, z);
        GL11.glDisable(GL11.GL_LIGHTING);
        Tessellator tessellator = Tessellator.instance;
        Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture);
        tessellator.setBrightness (0);
        tessellator.setColorOpaque_F (1.0F, 1.0F, 1.0F);
        tessellator.startDrawingQuads();
        float miU, miV, maU, maV;

        miU = Blocks.glass.getIcon(0, 0).getMinU();
        miV = Blocks.glass.getIcon(0, 0).getMinV();
        maU = Blocks.glass.getIcon(0, 0).getMaxU();
        maV = Blocks.glass.getIcon(0, 0).getMaxV();

        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 1, 0, miU, maV);
        tessellator.addVertexWithUV (1, 1, 0, maU , maV);
        tessellator.addVertexWithUV (1, 0, 0, maU, miV);

        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 1, 0, miU, maV);
        tessellator.addVertexWithUV (0, 1, 1, maU , maV);
        tessellator.addVertexWithUV (0, 0, 1, maU, miV);

        tessellator.draw();

        tessellator.startDrawingQuads();
        GL11.glTranslated(0, 1, 0);
        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 0, 1, miU, maV);
        tessellator.addVertexWithUV (1, 0, 1, maU , maV);
        tessellator.addVertexWithUV (1, 0, 0, maU, miV);
        tessellator.draw();
        GL11.glTranslated(0, -1, 0);

        tessellator.startDrawingQuads();
        GL11.glTranslated(0, 0, 1);
        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 1, 0, miU, maV);
        tessellator.addVertexWithUV (1, 1, 0, maU , maV);
        tessellator.addVertexWithUV (1, 0, 0, maU, miV);

        tessellator.draw();

        tessellator.startDrawingQuads();
        GL11.glTranslated(1, 0, 0);

        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 1, 0, miU, maV);
        tessellator.addVertexWithUV (0, 1, -1, maU , maV);
        tessellator.addVertexWithUV (0, 0, -1, maU, miV);

        tessellator.draw();

        miU = Blocks.iron_block.getIcon(0, 0).getMinU();
        miV = Blocks.iron_block.getIcon(0, 0).getMinV();
        maU = Blocks.iron_block.getIcon(0, 0).getMaxU();
        maV = Blocks.iron_block.getIcon(0, 0).getMaxV();


        tessellator.startDrawingQuads();
        GL11.glTranslated(0, 0, 0);

        tessellator.addVertexWithUV (0, 0, 0, miU, miV);
        tessellator.addVertexWithUV (0, 0, -1, miU, maV);
        tessellator.addVertexWithUV (-1, 0, -1, maU , maV);
        tessellator.addVertexWithUV (-1, 0, 0, maU, miV);

        tessellator.draw();

        //Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationItemsTexture);

        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glPopMatrix();
    }
}

 

Posted

You have to add the vertices 'anti-clockwise', rather than 'clockwise'. This will make sure you are rendering the outside of the block, and not the inside.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

You have to add the vertices 'anti-clockwise', rather than 'clockwise'. This will make sure you are rendering the outside of the block, and not the inside.

Thanks for the answer , I found a solution had to fulfill

  GL11.glDisable (GL11.GL_CULL_FACE);

Posted

Who can tell what is the problem ?

ZBpMq0Q.png

 

 

package com.economy.render;

import com.economy.tileentity.TileEntityTradeShop;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import org.lwjgl.opengl.GL11;

/**
* Created by NEO on 31.12.2015.
*/
public class TileEntityTradeShopRenderer extends TileEntitySpecialRenderer {
    private EntityItem entityItem;
    public static float angle;

    public TileEntityTradeShopRenderer() {
        angle = 0;
        entityItem = new EntityItem(Minecraft.getMinecraft().theWorld, 0, 0, 0, new ItemStack(Blocks.air));
    }

    @Override
    public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float a) {
        GL11.glPushMatrix();
        GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
        GL11.glTranslated(x, y, z);
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDepthMask(true);
        bindTexture(TextureMap.locationBlocksTexture);
        Tessellator tessellator = Tessellator.instance;
        tessellator.setBrightness (0);
        tessellator.setColorOpaque_F (1.0F, 1.0F, 1.0F);
        tessellator.startDrawingQuads();
        float u, v, U, V;

        u = Blocks.glass.getIcon(0, 0).getMinU();
        v = Blocks.glass.getIcon(0, 0).getMinV();
        U = Blocks.glass.getIcon(0, 0).getMaxU();
        V = Blocks.glass.getIcon(0, 0).getMaxV();

        tessellator.addVertexWithUV(0, 0, 0, u, v);
        tessellator.addVertexWithUV(0, 1, 0, u, V);
        tessellator.addVertexWithUV(0, 1, 1, U, V);
        tessellator.addVertexWithUV(0, 0, 1, U, v);

        tessellator.addVertexWithUV(0, 0, 1, u, v);
        tessellator.addVertexWithUV(0, 1, 1, u, V);
        tessellator.addVertexWithUV(1, 1, 1, U, V);
        tessellator.addVertexWithUV(1, 0, 1, U, v);

        tessellator.addVertexWithUV(1, 0, 1, u, v);
        tessellator.addVertexWithUV(1, 1, 1, u, V);
        tessellator.addVertexWithUV(1, 1, 0, U, V);
        tessellator.addVertexWithUV(1, 0, 0, U, v);

        tessellator.addVertexWithUV(0, 0, 0, u, v);
        tessellator.addVertexWithUV(0, 1, 0, u, V);
        tessellator.addVertexWithUV(0, 1, 0, U, V);
        tessellator.addVertexWithUV(0, 0, 0, U, v);

        tessellator.addVertexWithUV(1, 0, 0, u, v);
        tessellator.addVertexWithUV(1, 1, 0, u, V);
        tessellator.addVertexWithUV(0, 1, 0, U, V);
        tessellator.addVertexWithUV(0, 0, 0, U, v);

        u = Blocks.iron_block.getIcon(0, 0).getMinU();
        v = Blocks.iron_block.getIcon(0, 0).getMinV();
        U = Blocks.iron_block.getIcon(0, 0).getMaxU();
        V = Blocks.iron_block.getIcon(0, 0).getMaxV();

        tessellator.addVertexWithUV(0, 0, 0, u, v);
        tessellator.addVertexWithUV(1, 0, 0, u, V);
        tessellator.addVertexWithUV(1, 0, 1, U, V);
        tessellator.addVertexWithUV(0, 0, 1, U, v);


        tessellator.draw();
        if(tileEntity instanceof TileEntityTradeShop){
            TileEntityTradeShop tradeShop = (TileEntityTradeShop)tileEntity;
            if(tradeShop.select_item != null && tradeShop.select_item.getItem() != null){
                ItemStack stack = new ItemStack(tradeShop.select_item.getItem());
                entityItem.setEntityItemStack(stack);

            }
        }
        if(entityItem.getEntityItem() != null){
            RenderManager.instance.renderEntityWithPosYaw(entityItem, 0.5f, 0.3f, 0.5f, 0, angle);
        }
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glPopAttrib();
        GL11.glPopMatrix();
    }

}

 

Posted

Minecraft assumes every block is an opaque cube by default, so it doesn't render faces that are covered.

 

Override

Block#isOpaqueCube

to return

false

so Minecraft always renders the faces adjacent to your block.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Minecraft assumes every block is an opaque cube by default, so it doesn't render faces that are covered.

 

Override

Block#isOpaqueCube

to return

false

so Minecraft always renders the faces adjacent to your block.

 

 

many thanks .

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