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I have been trying to get my TESR to render for quite some time without any success, I get an empty cube without Textures at all times.

My Block: 

Spoiler

public class BlockMod extends Block implements ITileEntityProvider {

 public BlockMod() {
 super(Material.ROCK);
 setUnlocalizedName(mymod.MODID + ".block_mod");
 setRegistryName("block_mod");
 setHarvestLevel("pickaxe", 3);
 setHardness(4.0F);
 setCreativeTab(mymod.creativeTab);
 }

@SideOnly(Side.CLIENT)
public void initModel() {
 ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));
 // Bind our TESR to our tile entity
 ClientRegistry.bindTileEntitySpecialRenderer(ModTileEntity.class, new ModTESR());
}

@Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
 return new ModTileEntity();
}

@Override
@SuppressWarnings("deprecation")
@SideOnly(Side.CLIENT)
public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess worldIn, BlockPos pos, EnumFacing side) {
 return false;
}

@Override
@SuppressWarnings("deprecation")
public boolean isBlockNormalCube(IBlockState blockState) {
 return false;
}

@Override
@SuppressWarnings("deprecation")
public boolean isOpaqueCube(IBlockState blockState) {
 return false;
}

privateModTileEntity getTE(World world, BlockPos pos) {
 return (ModTileEntity) world.getTileEntity(pos);
}
}

 

My TileEntity (pretty much empty for now):

Spoiler

public class ModTileEntity extends TileEntity {

}

 

My TESR:

Spoiler

public class ModTESR extends TileEntitySpecialRenderer<ModTileEntity> {





public void render(ModTileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {



  Tessellator tess = Tessellator.getInstance();

  BufferBuilder buffer = tess.getBuffer();



  GlStateManager.pushMatrix();



  //Render smooth stuff

  RenderHelper.disableStandardItemLighting();

  GlStateManager.enableBlend();

  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

 

  GlStateManager.translate(x, y + 1, z);



  buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);

  buffer.color(255, 0, 0, 255);



  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.DOWN);

  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.UP);

  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.NORTH);

  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.SOUTH);

  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.EAST);

  buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.WEST);



  tess.draw();



  GlStateManager.disableBlend();

  GlStateManager.popMatrix();

  RenderHelper.enableStandardItemLighting();

}



public static void buildQuad(BufferBuilder renderer, double x, double y, double z, double w, double h, double d, EnumFacing face) {



 double s = 0.1;

 double x1 = x + s;

 double x2 = x + w - s;

 double y1 = y + s;

 double y2 = y + h - s;

 double z1 = z + s;

 double z2 = z + d - s;



 switch (face) {

  case DOWN:

   renderer.pos(x1, y1, z1).endVertex();

   renderer.pos(x2, y1, z1).endVertex();

   renderer.pos(x2, y1, z2).endVertex();

   renderer.pos(x1, y1, z2).endVertex();

   break;

  case UP:

   renderer.pos(x1, y2, z1).endVertex();

   renderer.pos(x1, y2, z2).endVertex();

   renderer.pos(x2, y2, z2).endVertex();

   renderer.pos(x2, y2, z1).endVertex();

   break;

  case NORTH:

   renderer.pos(x1, y1, z1).endVertex();

   renderer.pos(x1, y2, z1).endVertex();

   renderer.pos(x2, y2, z1).endVertex();

   renderer.pos(x2, y1, z1).endVertex();

   break;

  case SOUTH:

   renderer.pos(x1, y1, z2).endVertex();

   renderer.pos(x2, y1, z2).endVertex();

   renderer.pos(x2, y2, z2).endVertex();

   renderer.pos(x1, y2, z2).endVertex();

   break;

  case WEST:

   renderer.pos(x1, y1, z1).endVertex();

   renderer.pos(x1, y1, z2).endVertex();

   renderer.pos(x1, y2, z2).endVertex();

   renderer.pos(x1, y2, z1).endVertex();

   break;

  case EAST:

   renderer.pos(x2, y1, z1).endVertex();

   renderer.pos(x2, y2, z1).endVertex();

   renderer.pos(x2, y2, z2).endVertex();

   renderer.pos(x2, y1, z2).endVertex();

   break;

 }

}

}


I am already happy if anything renders at all, since then I can at least see what is happening. But it seems my render function is never called. When I try to make the console give a System.out.println it never shows up. What could be the problem here?

Edit: My block and TileEntity are registered correctly, since I have done some other TileEntities and Blocks already.

Edited by Calous

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