Posted March 16, 20169 yr I have a item that uses a semi-transparent texture, however the texture is only semi-transparent in the inventory, not in my hand or on the ground. I know I need to make custom Item Renderer and enable GL_BLEND. I've made a item renderer but what do I put in it to render the item normally, but with GL_BLEND enabled? Here is my current IItemRenderer: @SideOnly(Side.CLIENT) public class SemiTransparentRenderer implements IItemRenderer { private Item item; public SemiTransparentRenderer(Item item) { this.item = item; } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { if (type != ItemRenderType.INVENTORY) { return true; } else { return false; } } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return true; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_BLEND); } }
March 16, 20169 yr Author Ok, so I got most of it to work. The transparent texture now works perfectly, but for some reason when I pick the item up, it briefly turns white. Why would it do that? Here is my new code: @SideOnly(Side.CLIENT) public class SemiTransparentRenderer implements IItemRenderer { @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return type != ItemRenderType.INVENTORY; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { IIcon icon = item.getIconIndex(); Tessellator tessellator = Tessellator.instance; GL11.glPushMatrix(); if (type == ItemRenderType.ENTITY) { GL11.glTranslatef(-0.5F, -0.25F, 0.0F); } GL11.glEnable(GL11.GL_BLEND); ItemRenderer.renderItemIn2D(tessellator, icon.getMaxU(), icon.getMinV(), icon.getMinU(), icon.getMaxV(), icon.getIconWidth(), icon.getIconHeight(), 0.0625F); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } }
March 17, 20169 yr @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { if (type != ItemRenderType.INVENTORY) { return true; } else { return false; *true } } I'm new to coding so sorry if i'm wrong but... Your telling it to only render if the render type is the player's inventory, not anywhere else? Switch this* to true I think. eKoop Creator: http://lumtech.byethost33.com/mods/eKoop/modinfo.html
March 17, 20169 yr Author != means if type is not equal to inventory and == means if type is equal to inventory. So if (type != ItemRenderType.INVENTORY) { return true; } else { return false; } } Means that if type is not equal to inventory then return true, else return false.
March 18, 20169 yr If we already discuss this piece of java code, you should consider the oracle java code conventions paragraph 10.5.2 That states: if (type != ItemRenderType.INVENTORY) { return true; } else { return false; } } should be written as return type != ItemRenderType.INVENTORY; Also i am sorry that i cannot help you with your problem, but anyway in 1.8 IItemRenderer is deprecated/removed (depending on which version of forge you use) You can contact me here: [email protected] (this is not an email)
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.