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Posted

Hey there,

as i tried to port my InGameConfigManager to 1.9.4 i ran into a problem. Item rendering isn't working as it should.

U96wG8l.png

This isn't the first time i ran into that problem. So i tried to fix it. Unfortunately, without any success. I have tried various things to setup OpenGL properly in order to correct the lighting effect.

GlStateManager.enableRescaleNormal();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
RenderHelper.enableGUIStandardItemLighting();

 

After a lot of pain and headaches, i eventually found out, if i add this line

GlStateManager.loadIdentity();

it will make all itemstacks disappear, but once i remove it again it will fix the non lighting issue, although it's still not as it should be.

4sElK4b.png

 

Although i have been modding Minecraft for several years now, i have no idea what is causing this issue. It's seems like i'm missing something to setup OpenGL properly to rendering an itemstack in the correct way. So i would be very happy, if someone can help me out.

 

In Regards

CreativeMD

Posted

Should  :D , but it doesn't  :(

 

Due to a gui-api the rendering is done by different controls and so on. I copied every necessary code and included the methods itself:

Style style = getStyle();
Vec3d centerOffset = getCenterOffset();

GlStateManager.pushMatrix();
GlStateManager.translate(posX+centerOffset.xCoord, posY+centerOffset.yCoord, 0);
GlStateManager.rotate(rotation, 0, 0, 1);
GlStateManager.translate(-centerOffset.xCoord, -centerOffset.yCoord, 0);

GlStateManager.scale(scale, scale, 0);

renderBackground(helper, style);

int spaceUsed = getContentOffset();

GlStateManager.translate(marginWidth, marginWidth, 0);

GL11.glEnable(GL11.GL_STENCIL_TEST);

GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
GL11.glStencilFunc(GL11.GL_EQUAL, 0x1, 0x1);

renderContent(helper, style, width-spaceUsed*2, height-spaceUsed*2, relativeMaximumRect);{

float scale = getScaleFactor();
int xOffset = getOffsetX();
int yOffset = getOffsetY();

Rect newRect = relativeMaximumRect.mergeRects(getRect());

lastRenderedHeight = 0;

for (int i = controls.size()-1; i >= 0; i--) {
	GuiControl control = controls.get(i);

	if(control.visible && control.isVisibleInsideRect(-xOffset, -yOffset, width, height, scale))
	{
		GL11.glEnable(GL11.GL_STENCIL_TEST);

		prepareContentStencil(helper, relativeMaximumRect);

		GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
		GL11.glStencilFunc(GL11.GL_EQUAL, 0x1, 0x1);

		GlStateManager.pushMatrix();
		GlStateManager.translate(xOffset, yOffset, 0);				
		control.renderControl(helper, scale, newRect.getOffsetRect(xOffset, yOffset));{

			Style style = getStyle();
			Vec3d centerOffset = getCenterOffset();

			GlStateManager.pushMatrix();
			GlStateManager.translate(posX+centerOffset.xCoord, posY+centerOffset.yCoord, 0);
			GlStateManager.rotate(rotation, 0, 0, 1);
			GlStateManager.translate(-centerOffset.xCoord, -centerOffset.yCoord, 0);

			//GlStateManager.translate(x, y, 0);
			GlStateManager.scale(scale, scale, 0);

			renderBackground(helper, style);

			int spaceUsed = getContentOffset();

			GlStateManager.translate(marginWidth, marginWidth, 0);

			GL11.glEnable(GL11.GL_STENCIL_TEST);

			GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
			GL11.glStencilFunc(GL11.GL_EQUAL, 0x1, 0x1);

			renderContent(helper, style, width-spaceUsed*2, height-spaceUsed*2, relativeMaximumRect);{

				super.renderContent(helper, style, width, height);{
					if(shouldDrawTitle())
						helper.drawStringWithShadow(caption, 0, 0, width, height, getColor(), getAdditionalSize());
				}
				GlStateManager.pushMatrix();
				GlStateManager.translate(width/2-(helper.getStringWidth(caption)+getAdditionalSize())/2, height/2-avatarSize/2, 0);
				avatar.handleRendering(helper, avatarSize, avatarSize); //Rendering of the itemstack is done here
				{
				      GuiRenderHelper.instance.drawItemStack(stack, 0, 0, avatarSize, avatarSize);
				}
				GlStateManager.popMatrix();

			}

			GL11.glDisable(GL11.GL_STENCIL_TEST);

			GlStateManager.translate(-spaceUsed, -spaceUsed, 0);
			renderForeground(helper, style);

			GlStateManager.popMatrix();

			}

		GlStateManager.popMatrix();

		GL11.glDisable(GL11.GL_STENCIL_TEST);
	}

	lastRenderedHeight = (int) Math.max(lastRenderedHeight, (control.posY+control.height)*scale);

}
renderContent(helper, style, width, height);

}

GL11.glDisable(GL11.GL_STENCIL_TEST);

GlStateManager.translate(-spaceUsed, -spaceUsed, 0);
renderForeground(helper, style);

GlStateManager.popMatrix();

Outside of this code itemstack renderer rendering works without any issue. Example code:

GlStateManager.pushMatrix();
GL11.glEnable(GL11.GL_STENCIL_TEST);
GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
GL11.glStencilFunc(GL11.GL_EQUAL, 0x1, 0x1);

GuiControl.defaultStyle.getBorder(layers.get(i)).renderStyle(GuiRenderHelper.instance, 100, 100);
GuiControl.defaultStyle.getBackground(layers.get(i)).renderStyle(10, 10, GuiRenderHelper.instance, 80, 80);
GuiRenderHelper.instance.font.drawStringWithShadow("Hey", 20, 20, ColorUtils.WHITE);
GuiRenderHelper.instance.drawItemStack(new ItemStack(Blocks.REDSTONE_TORCH), 8, 8, 16, 16);
GuiRenderHelper.instance.drawItemStack(new ItemStack(Blocks.FURNACE), 8, 48, 16, 16);
        
GL11.glDisable(GL11.GL_STENCIL_TEST);
GlStateManager.popMatrix();

To be honest, i have no idea would could cause an issue like that  :blank:

Posted

F***, oh my ...

the mistake is sooo simple and easy.

 

Just take a closer look at this here:

GlStateManager.scale(scale, scale, 0);

 

and can you see the mistake? one little line can ruin everything :blank: :blank: :blank: :blank:

z scaling zero will result in a plane, which will of course mess up the lighting.

 

I changed it to

GlStateManager.scale(scale, scale, 1);

and everything works just fine.

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