Jump to content

[Solved] [1.10.2] In world rendering doesn't work the way it should


Guest

Recommended Posts

I am rendering a yellow or red marker & footsteps in the RenderWorldLastEvent.

This is the part of the code in the event for the marker that works flawlessly:

	EnumSide side = TeamStatusController.getPlayersSide(Minecraft.getMinecraft().thePlayer);
        if ((side != null || IGNORE_SIDE) && !markers.isEmpty())
        {
            Tessellator tess = Tessellator.getInstance();
            VertexBuffer buffer = tess.getBuffer();

            GlStateManager.pushMatrix();
            {
                GlStateManager.disableDepth();
                RenderHelper.disableStandardItemLighting();
                OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);

                for (Position pos : markers.keySet())
                {
                    if (markers.get(pos).getSide() != side && !IGNORE_SIDE)
                    {
                        continue;
                    }
                    boolean cam = markers.get(pos).isCameraMark();

                    TextureAtlasSprite sprite = Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("rssmc:gui/overlay/" + (cam ? "camera" : "player") + "_marker");

                    GlStateManager.translate(getX(pos.getX(), event.getPartialTicks()), getY(pos.getY(), event.getPartialTicks()), getZ(pos.getZ(), event.getPartialTicks()));
                    GlStateManager.rotate(player().getRotationYawHead(), 0, -1, 0);
                    GlStateManager.rotate(player().rotationPitch, 1, 0, 0);
                    GlStateManager.scale(.5, .5, .5);

                    buffer.begin(GL11.GL_QUADS, TESRThermiteCharge.POSITION_TEX_LMAP);
                    buffer.pos( .5, 1, 0).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV(0)).lightmap(240, 240).endVertex();
                    buffer.pos(-.5, 1, 0).tex(sprite.getInterpolatedU(0), sprite.getInterpolatedV(0)).lightmap(240, 240).endVertex();
                    buffer.pos(-.5, 0, 0).tex(sprite.getInterpolatedU(0), sprite.getInterpolatedV(16)).lightmap(240, 240).endVertex();
                    buffer.pos( .5, 0, 0).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV(16)).lightmap(240, 240).endVertex();

                    buffer.pos( .5, 0, 0).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV(16)).lightmap(240, 240).endVertex();
                    buffer.pos(-.5, 0, 0).tex(sprite.getInterpolatedU(0), sprite.getInterpolatedV(16)).lightmap(240, 240).endVertex();
                    buffer.pos(-.5, 1, 0).tex(sprite.getInterpolatedU(0), sprite.getInterpolatedV(0)).lightmap(240, 240).endVertex();
                    buffer.pos( .5, 1, 0).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV(0)).lightmap(240, 240).endVertex();
                    tess.draw();
                }

                GlStateManager.enableDepth();
                GlStateManager.translate(0, 0, 0);
            }
            GlStateManager.popMatrix();
        }

The getX(), getY() and getZ() methods are interpolating the position to render the marker at. The marker stays at the exact position it is supposed to be at.

The Position class is like BlockPos but with doubles.

 

This is the code that should render the footsteps:

	HashMap<BlockPos, FootStep> footSteps = FootStepHandler.getFootSteps();
        if ((isJackalAndUsingGadget() || IGNORE_SIDE) && !footSteps.isEmpty())
        {
            Tessellator tess = Tessellator.getInstance();
            VertexBuffer buffer = tess.getBuffer();

            GlStateManager.pushMatrix();
            {
                RenderHelper.disableStandardItemLighting();
                OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);

                for (BlockPos pos : footSteps.keySet())
                {
                    FootStep step = footSteps.get(pos);

                    TextureAtlasSprite sprite = Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("rssmc:gui/overlay/footstep_" + step.isRight());

                    GlStateManager.translate(getX(pos.getX(), event.getPartialTicks()), getY(pos.getY(), event.getPartialTicks()), getZ(pos.getZ(), event.getPartialTicks()));
                    GlStateManager.rotate(step.getRotation(), 0, -1, 0);

                    int[] color = new int[]{Color.RED.getRed(), Color.RED.getGreen(), Color.RED.getBlue(), Color.RED.getAlpha()}; //step.getColor();

                    buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR);
                    buffer.pos(1, .1, 0).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV( 0)).lightmap(240, 240).color(color[0], color[1], color[2], color[3]).endVertex();
                    buffer.pos(0, .1, 0).tex(sprite.getInterpolatedU( 0), sprite.getInterpolatedV( 0)).lightmap(240, 240).color(color[0], color[1], color[2], color[3]).endVertex();
                    buffer.pos(0, .1, 1).tex(sprite.getInterpolatedU( 0), sprite.getInterpolatedV(16)).lightmap(240, 240).color(color[0], color[1], color[2], color[3]).endVertex();
                    buffer.pos(1, .1, 1).tex(sprite.getInterpolatedU(16), sprite.getInterpolatedV(16)).lightmap(240, 240).color(color[0], color[1], color[2], color[3]).endVertex();
                    tess.draw();
                }

            }
            GlStateManager.popMatrix();
        }

The problem is that a few of the footsteps stay at the position they are supposed to be at no matter where and how I move but most of them move through the air whenever I move. Their x and z movement depends on my movement and their rotation and is always pointed away from me and the y movement is always the inverse of my movement but at a different speed. The player's rotation yaw and pitch have no influence on the movement and rotation of the flying footsteps.

 

This is what this looks like:

2017-07-23_15_40_58.thumb.png.901f0eed1e00abde9d71cc3d81967b9d.png

The texture on the left on the iron blocks is one of the few footsteps that render correct and the ones on the right are those flying all over the place.

 

EDIT: After restarting the game which meant resetting the steps (which is intended), I do not get any steps in the right place at all, but there is still one that stays at a fixed position on the x and z axis but moves on the y axis as I move.

Edited by XFactHD
Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.