Posted December 7, 20168 yr Currently my block renders an Item that is in the slot. 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: A source code example would be really beneficial here as I'm still getting my bearings in the post 1.8 workspaces
December 7, 20168 yr 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(); } }
December 16, 20168 yr 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.
December 16, 20168 yr 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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