MitchB Posted March 19, 2017 Posted March 19, 2017 (edited) I've been trying to render a border on a chunk - I'm using RenderGlobal#drawSelectionBoundingBox to try to achieve this, but it's not working as intended (Can't actually see the box). Code is as follows - The AABB min and max positions are correct (the lower and upper boundaries of the chunk) but presumably I'm missing something stupid here. Can anyone point me in the right direction? public void renderChunkBorder(TileEntityElemental te){ GlStateManager.pushMatrix(); { GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.glLineWidth(2.0F); GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); Chunk c = te.getWorld().getChunkFromBlockCoords(te.getPos()); AxisAlignedBB chunk = new AxisAlignedBB(c.getPos().getXStart(), 0, c.getPos().getZStart(), c.getPos().getXEnd(), 255, c.getPos().getZEnd()); RenderGlobal.drawSelectionBoundingBox(chunk, 1f, 0f, 1f, 0.5f); GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); } GlStateManager.popMatrix(); } Edit: Calling this in a TESR. Edited March 19, 2017 by MitchB Quote
Matryoshika Posted March 20, 2017 Posted March 20, 2017 Can you manually render the outline? I usually use GL11.GL_LINE_STRIP for rending things like this. Spoiler public void drawFromList(List<PseudoPoint> list) { GlStateManager.disableTexture2D(); GL11.glBegin(GL11.GL_LINE_STRIP); for (int i = 0; i < list.size(); i++) { GL11.glVertex3d(list.get(i).getX(), list.get(i).getY(), 0); } GL11.glEnd(); GlStateManager.enableTexture2D(); } Where PseudoPoint is a custom copy of lwjgl's Point class that uses doubles instead of integers. It's basically just a class that keeps track of X & Y coords Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
MitchB Posted March 20, 2017 Author Posted March 20, 2017 @Matryoshika Implemented that (pretty much exactly as written) but swapped out the PseudoPoint list for BlockPos as it's handled the same way. What should this list contain exactly? The points to draw the line between? If so, still isn't working for me. It must be my implementation somewhere. Do you have any suggestions? Quote
TheMasterGabriel Posted March 20, 2017 Posted March 20, 2017 (edited) Why don't you look at how the debug overlay renders chunk outlines? You can probably adapt that code for your purposes. The border rendering is done in DebugRendererChunkBorder#render I believe. Edit: Actually, looking at your code it doesn't look like you are offsetting the render coordinates by the player's current position. When you want to render something in the world, you typically need to do so. In the TESR render method, glTranslate the three double parameters before rendering your chunk boundary. Edited March 20, 2017 by TheMasterGabriel Quote
MitchB Posted March 20, 2017 Author Posted March 20, 2017 I already translate to the xyz params - still doesn't work. I'll take a look at that DebugRenderChunkBorder thing see if I can get it from there. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.