Posted February 17, 201312 yr Hey i have som trouble to get this code work right... it doesent render transparent and i realy not know why Every tipp is welcome So heres the code @ForgeSubscribe public void onRender(RenderWorldLastEvent event) { Chunk hilfs = mc.theWorld.getChunkFromBlockCoords((int)mc.thePlayer.posX, (int)mc.thePlayer.posZ); ChunkCoordIntPair hilfs1 = hilfs.getChunkCoordIntPair(); AxisAlignedBB box = AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)hilfs1.getCenterXPos()-6, (double)0, (double)hilfs1.getCenterZPosition()-6, (double)hilfs1.getCenterXPos()+6, (double)256, (double)hilfs1.getCenterZPosition()+6); GL11.glPushMatrix(); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glTranslatef((float)-mc.thePlayer.posX,(float)-mc.thePlayer.posY, (float)mc.thePlayer.posZ); GL11.glColor4d(0, 200, 0, 128); //Bottom /**var2.addVertex(box.minX, box.minY, box.maxZ); var2.addVertex(box.minX, box.minY, box.minZ); var2.addVertex(box.maxX, box.minY, box.minZ); var2.addVertex(box.maxX, box.minY, box.maxZ); **/ //Top GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3d(box.maxX, box.maxY, box.maxZ); GL11.glVertex3d(box.maxX, box.maxY, box.minZ); GL11.glVertex3d(box.minX, box.maxY, box.minZ); GL11.glVertex3d(box.minX, box.maxY, box.maxZ); GL11.glEnd(); //Side-East GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3d(box.minX, box.maxY, box.minZ); GL11.glVertex3d(box.maxX, box.maxY, box.minZ); GL11.glVertex3d(box.maxX, box.minY, box.minZ); GL11.glVertex3d(box.minX, box.minY, box.minZ); GL11.glEnd(); //Side-West GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3d(box.minX, box.maxY, box.maxZ); GL11.glVertex3d(box.minX, box.minY, box.maxZ); GL11.glVertex3d(box.maxX, box.minY, box.maxZ); GL11.glVertex3d(box.maxX, box.maxY, box.maxZ); GL11.glEnd(); //Side-Norh GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3d(box.minX, box.maxY, box.maxZ); GL11.glVertex3d(box.minX, box.maxY, box.minZ); GL11.glVertex3d(box.minX, box.minY, box.minZ); GL11.glVertex3d(box.minX, box.minY, box.maxZ); GL11.glEnd(); //Side-South GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3d(box.maxX, box.minY, box.maxZ); GL11.glVertex3d(box.maxX, box.minY, box.minZ); GL11.glVertex3d(box.maxX, box.maxY, box.minZ); GL11.glVertex3d(box.maxX, box.maxY, box.maxZ); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glPopMatrix(); }
February 19, 201312 yr Not sure but I think that you'll get a step further maybe if you do this: Put this line: GL11.glEnable(GL11.GL_BLEND); Above this line: GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Not sure but I think it may work, at least worth trying After that you can try replacing: GL11.GL_ONE_MINUS_SRC_ALPHA With GL11.GL_ONE
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