Nxs0000 Posted November 21, 2016 Posted November 21, 2016 Hey! I just created a custom entity (extending EntityBase) with a custom model. My idea was to use them as block display, so they look like small floating blocks: Here is an exemple of how it looks like initially: And here is how it gets when you "put" a block in it: So this looks pretty cool to me, but when there are multiple of them, the render is messing up: It only happens with "empty" ones on "containing" ones. It render correctly when those entity are of the same type. At first I thought it could be an age-based rendering, so the older entity would render first and the younger last, which could have explained why the renders are overlapping. But no matter the way I'm facing, where the older entity is, it always occure that way. The way i change the rendering model may be the cause: In the "doRender" method in the EntityRender class, I choose a model depending on what the entity contains then i call the Model.render(). Plus, the entity that contains a block also act wierd with real blocks: Does someone know what the issue is/are? Quote
Nxs0000 Posted November 21, 2016 Author Posted November 21, 2016 Edit: Forgot to mention, i am currently using Forge 1.8.9 Quote
Nxs0000 Posted November 21, 2016 Author Posted November 21, 2016 Thanks for the reply Here it is: public class RenderFloatingBlock extends Render<EntityFloatingBlock> { private static final ResourceLocation textures = new ResourceLocation(Main.MODID,"textures/entity/floatingblock.png"); private ResourceLocation t = new ResourceLocation(""); private ModelBase modelEmpty = new ModelFloatingEmpty(); private ModelBase modelFull = new ModelFloatingFull(); public RenderFloatingBlock(RenderManager rendermanager, ModelBase model, float shadowsize) { super(rendermanager); } @Override protected ResourceLocation getEntityTexture(EntityFloatingBlock entity) { return textures; } public void doRender(EntityFloatingBlock entity, double x, double y, double z, float entityYaw, float partialTicks) { GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y-1.15, (float)z); if(entity.inv.getItem() == Item.getItemFromBlock(Blocks.glass)) // glass is a neutral block that represent the emptiness (have had the trouble with NullPointer when ItemStack was null) { // enable semi-transparent (not the cause of the problem: same result without it) GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.5f, 1.5f, 1.5f, 0.8f); this.bindTexture(textures); this.modelEmpty.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F); // disable transparent GL11.glDisable(GL11.GL_BLEND); } else { // Getting the texture from the contaigned block (almost works correctly >.<, cause... mutli-textured blocks ^^) String a = Block.getBlockFromItem(entity.getInv().getItem()).getRegistryName(); String segments[] = a.split(":"); t = new ResourceLocation(segments[0], "textures/blocks/"+segments[1]+".png"); this.bindTexture(t); GlStateManager.translate((float)x, (float)y-1.35, (float)z); this.modelFull.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F); } GlStateManager.popMatrix(); super.doRender(entity, x, y, z, entityYaw, partialTicks); } } Come to think of it. The issue may come from the the super.doRender() call. I am probably doing something i should not ever do, but I'm new to rendering and have still to learn. Just tell me Quote
Silly511 Posted November 21, 2016 Posted November 21, 2016 Get rid of that ridiculously weird texture getting stuff, and use Minecraft#getRenderItem().renderModel(ItemStack item, ItemCameraTransforms.TransformType type) instead. Pass ItemCameraTransforms.TransformType.NONE for the type and the item in your entity's inventory for the item stack. Quote
Nxs0000 Posted November 21, 2016 Author Posted November 21, 2016 Wow. Thank you so much! It works much better now, but I still have the issue with the block disapearing in the floor tho Quote
Nxs0000 Posted November 21, 2016 Author Posted November 21, 2016 Edit: Don't know how I managed to get it look better for a minute, but I just noticed that it actually is not The method you gave me woks fine to get the block rendered correctly, but the orange box is still overlapping on the normal block render Quote
Nxs0000 Posted November 22, 2016 Author Posted November 22, 2016 Ok, i found the issue (even if i don't really get why it makes the block disapearing in the floor) Apparently, the translate method was creating the whole issue. Here is my new doRender method: public void doRender(EntityFloatingBlock entity, double x, double y, double z, float entityYaw, float partialTicks) { GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y+0.25, (float)z);// works fine if(entity.inv.getItem() == Item.getItemFromBlock(Blocks.glass) { GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.5f, 1.5f, 1.5f, 0.8f); GlStateManager.scale(2.5, 2.5, 2.5); GlStateManager.translate((float)x, (float)y-2.8, (float)z); this.bindTexture(textures); this.modelEmpty.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F); GL11.glDisable(GL11.GL_BLEND); } else{ //GlStateManager.translate((float)x, (float)y+0.05, (float)z); this one cause the overlap thing GlStateManager.scale(1.4, 1.4, 1.4); Minecraft.getMinecraft().getRenderItem().renderItem(entity.getInv(), ItemCameraTransforms.TransformType.NONE); } GlStateManager.popMatrix(); super.doRender(entity, x, y, z, entityYaw, partialTicks); } Thanks for your time and the help Silly511. Have a nice day Quote
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