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I am having trouble with rending a box. There is a weird "quad" that is rendering at (0, 0, 0). It seems to only happen when I render more than 1 quad.

 

Here is the rendering code:

public static final void renderSelectionBox(
		Tessellator tessellator, VertexBuffer ren,
		float minX, float minY, float minZ,
		float maxX, float maxY, float maxZ, float a
		) {
	float U = Math.round(maxX - minX);
	float V = Math.round(maxY - minY);
	float W = Math.round(maxZ - minZ);
	float VOLUME = U*V*W;

	float SPEED = 10000;
	float UVW_DIVIDE = 1;

	if(VOLUME > (128*128*128)) {
		UVW_DIVIDE = 128f;
		SPEED = 10000;
	} else if(VOLUME > (16*16*16)) {
		UVW_DIVIDE = 16f;
		SPEED = 7500;
	} else {
		UVW_DIVIDE = 1;
		SPEED = 3000;
	}

	// divide
	U /= UVW_DIVIDE;
	V /= UVW_DIVIDE;
	W /= UVW_DIVIDE;

	float u0 = 0;
	float u1 = U;
	float v0 = 0;
	float v1 = V;
	float w0 = 0;
	float w1 = W;

	{
		final long speedL = (long) SPEED;
		final float speedF = SPEED;

		float f4 = Minecraft.getSystemTime() % speedL / speedF;
		float ADD = f4;

		u0 += ADD;
		u1 += ADD;
		v0 += ADD;
		v1 += ADD;
		w0 += ADD;
		w1 += ADD;
	}

	float r = 1;
	float g = 0.5f;
	float b = 0;

	if(a == -1) {
		a = 1;
		r = 0;
		g = 0;
		b = 0;
	}

	if(a == -2) {
		a = 1;
		r = 0;
		g = 1;
		b = 0;
	}

	if(a == -3) {
		a = 1;
		r = 1;
		g = 0.25f;
		b = 0.25f;
	}
	VertexBufferHelper vertexbuffer = new VertexBufferHelper(ren);
	// top
	vertexbuffer.startDrawingQuads();
	vertexbuffer.color(r, g, b, a);
	vertexbuffer.normal(0, 1, 0);
	vertexbuffer.addVertexWithUV(minX, maxY, maxZ, u0, w0);
	vertexbuffer.addVertexWithUV(maxX, maxY, maxZ, u1, w0);
	vertexbuffer.addVertexWithUV(maxX, maxY, minZ, u1, w1);
	vertexbuffer.addVertexWithUV(minX, maxY, minZ, u0, w1);
	// bottom
	vertexbuffer.normal(0, -1, 0);
	vertexbuffer.addVertexWithUV(minX, minY, minZ, u0, w0);
	vertexbuffer.addVertexWithUV(maxX, minY, minZ, u1, w0);
	vertexbuffer.addVertexWithUV(maxX, minY, maxZ, u1, w1);
	vertexbuffer.addVertexWithUV(minX, minY, maxZ, u0, w1);
	// negative z | north
	vertexbuffer.normal(0, 0, -1);
	vertexbuffer.addVertexWithUV(minX, maxY, minZ, u0, v0);
	vertexbuffer.addVertexWithUV(maxX, maxY, minZ, u1, v0);
	vertexbuffer.addVertexWithUV(maxX, minY, minZ, u1, v1);
	vertexbuffer.addVertexWithUV(minX, minY, minZ, u0, v1);
	// positive z | south
	vertexbuffer.normal(0, 0, 1);
	vertexbuffer.addVertexWithUV(maxX, maxY, maxZ, u0, v0);
	vertexbuffer.addVertexWithUV(minX, maxY, maxZ, u1, v0);
	vertexbuffer.addVertexWithUV(minX, minY, maxZ, u1, v1);
	vertexbuffer.addVertexWithUV(maxX, minY, maxZ, u0, v1);
	 //positive x | east
	vertexbuffer.normal(1, 0, 0);
	vertexbuffer.addVertexWithUV(maxX, maxY, minZ, w0, v0);
	vertexbuffer.addVertexWithUV(maxX, maxY, maxZ, w1, v0);
	vertexbuffer.addVertexWithUV(maxX, minY, maxZ, w1, v1);
	vertexbuffer.addVertexWithUV(maxX, minY, minZ, w0, v1);
	 //negative x | west
	vertexbuffer.normal(-1, 0, 0);
	vertexbuffer.addVertexWithUV(minX, maxY, maxZ, w0, v0);
	vertexbuffer.addVertexWithUV(minX, maxY, minZ, w1, v0);
	vertexbuffer.addVertexWithUV(minX, minY, minZ, w1, v1);
	vertexbuffer.addVertexWithUV(minX, minY, maxZ, w0, v1);
	tessellator.draw();
}

private static class VertexBufferHelper {
	private VertexBuffer rend;
	public VertexBufferHelper(VertexBuffer rend) {
		this.rend = rend;
	}

	public void startDrawingQuads() {
		rend.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
	}

	public VertexBuffer pos(double x, double y, double z) {
		return rend.pos(x, y, z);
	}

	public void setTranslation(int x, int y, int z) {
		rend.setTranslation(x, y, z);
	}

	public void addVertexWithUV(double x, double y, double z, float u, float v) {
		rend.pos(x, y, z).tex(u, v).endVertex();

	}

	public void normal(float x, float y, float z) {
		rend.normal(x, y, z);
	}

	public void color(float r, float g, float b, float a) {
		rend.color(r, g, b, a);
	}
}

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