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


sjoopies
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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();

 

}

 

}

 

 

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You do not need a TESR for this. You can rotate an OBJ model very easily by passing an OBJState through OBJProperty.instance in your getExtendedState method in your Block.

OBJState has a constructor with a "parent" argument. You can pass in a TRSRTransformation here which allows you to specify an arbitrary transformation (including rotation) to your Block.

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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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