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Posted

Currently my block renders an Item that is in the slot.

MTd2WtK.png

 

However, it does not visually indicate the amount of the stack in the slot.

 

I would like it to look like the Iron Ore or the Rail in this picture:

dadpkRJ.png

 

A source code example would be really beneficial here as I'm still getting my bearings in the post 1.8 workspaces

  • Author

For reference the shelf is from my 1.7 mod and I have linked the code below that I am looking to emulate.

 

 

public class FourShelfRenderer extends TileEntitySpecialRenderer {

 

private EntityItem entItem = null;

private EntityItem entItem1 = null;

private EntityItem entItem2 = null;

private EntityItem entItem3 = null;

private static final ResourceLocation MODEL = new ResourceLocation("kitsumedievalcraft:models/Shelf.obj");

private static final ResourceLocation TEXTURE = new ResourceLocation("kitsumedievalcraft:models/ShelfMini32.png");

private IModelCustom model = AdvancedModelLoader.loadModel(MODEL);

 

// THE FKNG RENDERER NEEDS TO KNOW WHAT THE FK TO RENDER; SEND IT A FKNG ITEMSTACK

@Override

public void renderTileEntityAt(TileEntity tileEnt, double x, double y, double z, float scale) {

TileEntityShelfFour tileEntityBlock = (TileEntityShelfFour) tileEnt;

//World world = tileEnt.getWorldObj();

//System.out.println(tileEntityBlock.getStackInSlot(0));

int dir = tileEnt.blockMetadata;

GL11.glPushMatrix();

 

GL11.glTranslatef((float) x, (float) y, (float) z);

GL11.glRotated(90F, 0.0, 1.0F, 0.0F);

 

renderBlock(tileEntityBlock, tileEnt.getWorldObj(), tileEnt.xCoord,tileEnt.yCoord, tileEnt.zCoord, ModBlocks.shelfFour);

 

if(tileEntityBlock.getStackInSlot(0) != null){

entItem = new EntityItem(tileEntityBlock.getWorldObj(), x, y, z, tileEntityBlock.getStackInSlot(0));

if(dir == 0){

GL11.glPushMatrix();

this.entItem.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(90, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem, -1.175D, 0.95D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 1){

GL11.glPushMatrix();

this.entItem.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

RenderManager.instance.renderEntityWithPosYaw(entItem, -1.175D, 0.95D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 2){

GL11.glPushMatrix();

this.entItem.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(-90, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem, 0.5D, 0.95D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 3){

GL11.glPushMatrix();

this.entItem.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(180, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem, 0.5D, 0.95D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

tileEntityBlock.markForUpdate();

tileEntityBlock.markDirty();

}

if(tileEntityBlock.getStackInSlot(1) != null){

entItem1 = new EntityItem(tileEntityBlock.getWorldObj(), x, y, z, tileEntityBlock.getStackInSlot(1));

if(dir == 0){

GL11.glPushMatrix();

this.entItem1.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(90, 0, 1, 0);;

RenderManager.instance.renderEntityWithPosYaw(entItem1, -0.4D, 0.95D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 1){

GL11.glPushMatrix();

this.entItem1.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

RenderManager.instance.renderEntityWithPosYaw(entItem1, -0.4D, 0.95D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 2){

GL11.glPushMatrix();

this.entItem1.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(-90, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem1, 1.25D, 0.95D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 3){

GL11.glPushMatrix();

this.entItem1.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(180, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem1, 1.25D, 0.95D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

tileEntityBlock.markForUpdate();

tileEntityBlock.markDirty();

}

if(tileEntityBlock.getStackInSlot(2) != null){

entItem2 = new EntityItem(tileEntityBlock.getWorldObj(), x, y, z, tileEntityBlock.getStackInSlot(2));

if(dir == 0){

GL11.glPushMatrix();

this.entItem2.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(90, 0, 1, 0);;

RenderManager.instance.renderEntityWithPosYaw(entItem2, -1.175D, 0.25D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 1){

GL11.glPushMatrix();

this.entItem2.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

RenderManager.instance.renderEntityWithPosYaw(entItem2, -1.175D, 0.25D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 2){

GL11.glPushMatrix();

this.entItem2.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(-90, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem2, 0.5D, 0.25D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 3){

GL11.glPushMatrix();

this.entItem2.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(180, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem2, 0.5D, 0.25D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

tileEntityBlock.markForUpdate();

tileEntityBlock.markDirty();

}

if(tileEntityBlock.getStackInSlot(3) != null){

entItem3 = new EntityItem(tileEntityBlock.getWorldObj(), x, y, z, tileEntityBlock.getStackInSlot(3));

if(dir == 0){

GL11.glPushMatrix();

this.entItem3.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(90, 0, 1, 0);;

RenderManager.instance.renderEntityWithPosYaw(entItem3, -0.4D, 0.25D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 1){

GL11.glPushMatrix();

this.entItem3.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

RenderManager.instance.renderEntityWithPosYaw(entItem3, -0.4D, 0.25D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 2){

GL11.glPushMatrix();

this.entItem3.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(-90, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem3, 1.25D, 0.25D, 1.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

if(dir == 3){

GL11.glPushMatrix();

this.entItem3.hoverStart = 0.0F;

RenderItem.renderInFrame = true;

GL11.glScalef(0.6f, 0.6f, 0.6f);

GL11.glRotatef(180, 0, 1, 0);

RenderManager.instance.renderEntityWithPosYaw(entItem3, 1.25D, 0.25D, -0.35D, 0.0F, 0.0F);

RenderItem.renderInFrame = false;

GL11.glPopMatrix();

}

tileEntityBlock.markForUpdate();

tileEntityBlock.markDirty();

}

GL11.glPopMatrix();

}

 

public void renderBlock(TileEntityShelfFour tl, World world, int i, int j,int k, Block block) {

Tessellator tessellator = Tessellator.instance;

// This will make your block brightness dependent from surroundings

// lighting.

float f = block.getLightOpacity(world, i, j, k);

int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0);

int l1 = l % 65536;

int l2 = l / 65536;

tessellator.setColorOpaque_F(f, f, f);

OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,(float) l1, (float) l2);

 

 

GL11.glPushMatrix();

 

float scale = 0.5F;

GL11.glScalef(scale, scale, scale);

GL11.glTranslatef(0F, 1F, 1F);

int dir = world.getBlockMetadata(i, j, k);

if(dir == 1){

GL11.glTranslatef(-1F, 0F, 1F);

GL11.glRotated(-90F, 0.0, 1.0F, 0.0F);

}

if(dir == 2){

GL11.glTranslatef(-2F, 0F, 0F);

GL11.glRotated(-180F, 0.0, 1.0F, 0.0F);

}

if(dir == 3){

GL11.glTranslatef(-1F, 0F, -1F);

GL11.glRotated(90F, 0.0, 1.0F, 0.0F);

}

//GL11.glRotatef(15F, 0F, 1F, 0F);

FMLClientHandler.instance().getClient().renderEngine.bindTexture(TEXTURE);

 

this.model.renderAll();

GL11.glPopMatrix();

}

 

}

 

  • Author

Even a point in the direction of the vanilla rendering code for Item Entities would be great. I looked for it myself but no luck.

What's wrong with your shelf code? All you have to do is replace GL11 calls with their respective GLStateManager methods.

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