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Featured Replies

Posted

And me again.

I am trying to render a frame around an entity, but it will not do it.

This is the way i try it in the renderer of the entity.

Spoiler

    public void doRender(EntityWorker entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        this.swapArmor(entity);
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
        renderWireFrame(entity);
    }

    public void renderWireFrame(EntityWorker entity)
    {
    	      GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
    	      GL11.glDepthMask(false);

    	      GL11.glEnable(GL11.GL_BLEND);
    	      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    	      GL11.glColor4f(0.0F, 0.0F, 0.0F, 0.4F);
    	      GL11.glLineWidth(2.0F);
    	      GL11.glDisable(GL11.GL_TEXTURE_2D);

    	      double xa = entity.posX - 0.5D; 
    	      double xb = entity.posX + 0.5D;
    	      double ya = entity.posY;
    	      double yb = entity.posY + 2;
    	      double za = entity.posZ - 0.5D;
    	      double zb = entity.posZ + 0.5D;

    	      Tessellator tessellator = Tessellator.getInstance();
    	      net.minecraft.client.renderer.VertexBuffer buffer = tessellator.getBuffer();
    	      
    	      buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_NORMAL);
    	      buffer.pos(xa, ya, za);
    	      buffer.pos(xa, yb, za);
    	      buffer.pos(xb, yb, za);
    	      buffer.pos(xb, ya, za);
    	      buffer.pos(xa, ya, za);

    	      buffer.pos(xa, ya, zb);
    	      buffer.pos(xa, yb, zb);
    	      buffer.pos(xb, yb, zb);
    	      buffer.pos(xb, ya, zb);
    	      buffer.pos(xa, ya, zb);
    	      tessellator.draw();

    	      buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_NORMAL);
    	      buffer.pos(xa, ya, za);
    	      buffer.pos(xa, ya, zb);

    	      buffer.pos(xa, yb, za);
    	      buffer.pos(xa, yb, zb);

    	      buffer.pos(xb, ya, za);
    	      buffer.pos(xb, ya, zb);

    	      buffer.pos(xb, yb, za);
    	      buffer.pos(xb, yb, zb);
    	      tessellator.draw();
    	      
    	      GL11.glDepthMask(true);
    	      GL11.glPopAttrib();
    }

 

 

Someone an idea, what i am doing wrong?

The positions are right, checked it.

 

 

Edited by Dustpuppy

  • Author

I've found the errors. Forgot somethings. But now i have another problem. As soon as i render the frame around the entity, all other entities will be gone, if they are in the same line of view. If i turn around, there will be a point, where they be rendered again.

Spoiler

    public void doRender(EntityWorker entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        this.swapArmor(entity);
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
        if(entity.selected && entity.worldObj.isRemote)
        	renderWireFrame(entity, x, y, z);
    }

    public void renderWireFrame(EntityWorker entity, double x, double y, double z)
    {
    	      GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
    	      
    	      GL11.glDepthMask(false);

    	      GL11.glDisable(GL11.GL_CULL_FACE);
    	      GL11.glDisable(GL11.GL_LIGHTING);
    	      GL11.glEnable(GL11.GL_BLEND);
    	      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    	      GL11.glDisable(GL11.GL_TEXTURE_2D);
				
    	      GL11.glTranslated(-entity.posX, -entity.posY, -entity.posZ);

    	      Color color = new Color(255, 0, 0, 150);
    	      GL11.glColor4d(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
    	      GL11.glLineWidth(2.0F);

    	      double xa = entity.posX - 0.5D + x; 
    	      double xb = entity.posX + 0.5D + x;
    	      double ya = entity.posY + y;
    	      double yb = entity.posY + 2 + y;
    	      double za = entity.posZ - 0.5D + z;
    	      double zb = entity.posZ + 0.5D + z;

    	      Tessellator tessellator = Tessellator.getInstance();
    	      net.minecraft.client.renderer.VertexBuffer buffer = tessellator.getBuffer();
    	      
    	      buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_NORMAL);
    	      buffer.pos(xa, ya, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, yb, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, yb, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, ya, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, ya, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();

    	      buffer.pos(xa, ya, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, yb, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, yb, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, ya, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, ya, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      tessellator.draw();

    	      buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_NORMAL);
    	      buffer.pos(xa, ya, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, ya, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();

    	      buffer.pos(xa, yb, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xa, yb, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();

    	      buffer.pos(xb, ya, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, ya, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();

    	      buffer.pos(xb, yb, za).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      buffer.pos(xb, yb, zb).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
    	      tessellator.draw();
    	      
    	      GL11.glDepthMask(true);
    	      GL11.glEnable(GL11.GL_CULL_FACE);
    	      GL11.glEnable(GL11.GL_LIGHTING);
    	      GL11.glDisable(GL11.GL_BLEND);
    	      
    	      GL11.glPopAttrib();
    }

 

 

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