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1.7.10 - 3D Item Bug (Some renders other gone Invisible only at inventory)


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So yeah, i was making a 3d other all of my weapons and have them with the same code in render (only differs in Item class and Model class)

 

The bad thing is when i test it out all of my weapons renders in inventory.. but when it comes to Entity, 3D person and first person .. Some renders fine but others dont..

 

Phl9cNw.png

 

cwPywyv.png

 

This one bugs but looks fine in inventory

ReLASYr.png

 

Others looks fine

32PcLrP.png

 

 

 

Here is the render code of one of my weapons and the other weapon

 

RenderWeapon A

package mhfc.net.client.render.weapon.huntinghorn;

import mhfc.net.client.model.weapon.huntinghorn.ModelHHEliteBagpipe;
import mhfc.net.common.util.lib.MHFCReference;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.Entity;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

import org.lwjgl.opengl.GL11;

public class RenderHHEliteBagpipe implements IItemRenderer {

private ModelHHEliteBagpipe weapon;

public RenderHHEliteBagpipe() {
	weapon = new ModelHHEliteBagpipe();
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	switch (type) {

		case EQUIPPED : // render in third person
			float scale = 1.7f;
			GL11.glScalef(scale, scale, scale);
			GL11.glPushMatrix(); // start gl rendering for this section
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex));
			GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); // rotate 0 � on X axis
			GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); // rotate -5 � on Y axis
			GL11.glRotatef(-120F, 0.0f, 0.0f, 1.0f); // rotate -150 � on Z
														// axis
			GL11.glTranslatef(-0.35F, -0.5F, -0.05F); // translate model to
													// fit in the hand of
													// the player
			// the entity argument can/could be passed to as null.
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case EQUIPPED_FIRST_PERSON :

			// rince and repeat the rendering. adjust axis' and translation
			// as needed
			GL11.glPushMatrix();
			scale = 1.4f;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex));
			GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f);
			GL11.glTranslatef(-0.4F, -0.4F, -0.1F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case ENTITY :
			GL11.glPushMatrix();
			scale = 3F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex));
			GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(90F, 0.0f, 0.0f, 1.0f);
			GL11.glTranslatef(-0.2F, -0.3F, 0F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case INVENTORY :
			GL11.glPushMatrix();
			scale = 1.0F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex));

			GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f);
			GL11.glTranslatef(0F, -0.1F, -0.0F);
			// this is a method made by me in my model class to render only
			// the modelparts, without an entity argument, because in your
			// inventory, //the entity is always null.
			weapon.render(0.0625F);
			GL11.glPopMatrix();
			break;

		default :
			break;
	}
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	return true;
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,
		ItemRendererHelper helper) {
	switch (type) {
		case INVENTORY :
			return true;
		default :
			break;
	}
	return false;

}

}

 

RenderWeapon B

package mhfc.net.client.render.weapon.huntinghorn;

import org.lwjgl.opengl.GL11;

import mhfc.net.client.model.weapon.huntinghorn.ModelHHBlackCasket;
import mhfc.net.common.util.lib.MHFCReference;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.Entity;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

public class RenderHHBlackCasket implements IItemRenderer {

private ModelHHBlackCasket weapon;

public RenderHHBlackCasket() {
	weapon = new ModelHHBlackCasket();
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	switch (type) {

		case EQUIPPED : // render in third person
			float scale = 1.7f;
			GL11.glScalef(scale, scale, scale);
			GL11.glPushMatrix(); // start gl rendering for this section
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex));
			GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); // rotate 0 � on X axis
			GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); // rotate -5 � on Y axis
			GL11.glRotatef(-120F, 0.0f, 0.0f, 1.0f); // rotate -150 � on Z
														// axis
			GL11.glTranslatef(-0.35F, -0.5F, -0.05F); // translate model to
													// fit in the hand of
													// the player
			// the entity argument can/could be passed to as null.
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case EQUIPPED_FIRST_PERSON :

			// rince and repeat the rendering. adjust axis' and translation
			// as needed
			GL11.glPushMatrix();
			scale = 1.4f;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex));
			GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f);
			GL11.glTranslatef(-0.4F, -0.4F, -0.1F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case ENTITY :
			GL11.glPushMatrix();
			scale = 3F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex));
			GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(90F, 0.0f, 0.0f, 1.0f);
			GL11.glTranslatef(-0.2F, -0.3F, 0F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case INVENTORY :
			GL11.glPushMatrix();
			scale = 1.0F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine
					.bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex));

			GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f);
			GL11.glTranslatef(0F, -0.1F, -0.0F);
			// this is a method made by me in my model class to render only
			// the modelparts, without an entity argument, because in your
			// inventory, //the entity is always null.
			weapon.render(0.0625F);
			GL11.glPopMatrix();
			break;

		default :
			break;
	}
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	return true;
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,
		ItemRendererHelper helper) {
	switch (type) {
		case INVENTORY :
			return true;
		default :
			break;
	}
	return false;

}

}

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