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[1.8.9] TileEntitySpecialRenderer.renderTileEntityAt() being rendered as a cube

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Posted

I rendered my block with no errors except my "block" is a cube. I used this method because It allows me to rotate the block using OpenGL

 

This is my rendering Code:

 

 

public class CyrstalRenderer extends TileEntitySpecialRenderer {

 

public static final ResourceLocation texture = new ResourceLocation(ECRef.MODID + ":" + "textures/blocks/crystal.png");

private static final ModelResourceLocation loc = new ModelResourceLocation(ECRef.MODID + ":" + "models/block/crystal.obj");

 

Function<ResourceLocation, TextureAtlasSprite> textureGetter = new Function<ResourceLocation, TextureAtlasSprite>() {

public TextureAtlasSprite apply(ResourceLocation location) {

return Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());

}

};

 

public void renderTileEntityAt(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage) {

Tessellator tessellator = Tessellator.getInstance();

this.bindTexture(texture);

 

WorldRenderer worldRenderer = tessellator.getWorldRenderer();

GL11.glPushMatrix();

GL11.glTranslated(x, y, z);

GL11.glRotatef(45, 0.0f, 0.0f, 1.0f);

IModel crystalModel = null;

try {

crystalModel = OBJLoader.instance.loadModel(loc);

} catch (IOException e) {

crystalModel = ModelLoaderRegistry.getMissingModel();

e.printStackTrace();

}

IBakedModel bakedModel = crystalModel.bake((TRSRTransformation.identity()), Attributes.DEFAULT_BAKED_FORMAT, textureGetter);

worldRenderer.begin(7, Attributes.DEFAULT_BAKED_FORMAT);// StartDrawingQuads

 

List<BakedQuad> generalQuads = bakedModel.getGeneralQuads();

for (BakedQuad q : generalQuads)

{

int[] vd = q.getVertexData();

worldRenderer.addVertexData(vd);

}

for (EnumFacing face : EnumFacing.values())

{

List<BakedQuad> faceQuads = bakedModel.getFaceQuads(face);

for (BakedQuad q : faceQuads)

{

int[] vd = q.getVertexData();

worldRenderer.addVertexData(vd);

}

}

tessellator.draw();

GL11.glPopMatrix();

 

}

 

}

 

 

  • Author

Does it update every tick? Because I want the tileEntity to control the rotation.

  • Author

I tried the getExtendedState and it did not work the way I wanted it to. Can anyone else give me a solution to my problem?

Try this

 

https://gist.github.com/mossyblog/bf5313c1e6596142edff

 

Essentially it will render any cube you feed it in 3D space with animation capabilities ...

 

This is part of the equation as you can put that in the doRender() methods, but the rest of the collider and packet updates to let others see it etc will need still need to occur via normal routes.

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