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[1.12.2] [SOLVED] Tesselator is drawing black when player looks certain angles


CosmicDan

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Hi,

 

I'm trying to draw arbitrary things in the world. I based my initial work on "MoreOverlays" code (MIT licensed) which renders chunk boundaries and I do have some experience with drawing in OpenGL, but I have no idea why this happens - depending on the angle I'm looking at, it draws as either "partially black speckles" or completely black, instead of the color I set. Furthermore, the hex value given to GlStateManager.color is not always correct (e.g. 0xFFFFFF = pink).

 

Screenshots of problem:

 

1.png.632b5cac5413256b24bd7b2d9e04f18b.png

 

2.png.9fbc0bd86671e0a38099611b1ea94d4b.png

 

3.png.a68ebc3e1bfaab62f26f413fd9f91829.png

 

Current code:

 

@SubscribeEvent
	// tried both RenderWorldLastEvent and DrawBlockHighlightEvent; no difference
	//public void onRenderWorldLast(RenderWorldLastEvent event) {
	public static void drawMonumentPlacementOverlay(DrawBlockHighlightEvent event) {
  		// I know these don't belong here, it's just put here so I can HotSwap my code changes easily in debug mode
		final int lineWidth = 3;
		final int edgeRadius = 1;
		final int edgeColor = 0xFF0000;
		final int middleColor = 0x00FF00;
		final int gridColor = 0xFF0000;

		//log.info("Eh?");
		final EntityPlayer player = Minecraft.getMinecraft().player;
		if (player.getHeldItemMainhand().getItem().equals(Item.getItemFromBlock(ModBlocks.MONUMENT))) {
			Minecraft.getMinecraft().renderEngine.bindTexture(BLANK_TEX);
			GlStateManager.pushMatrix();
			GL11.glLineWidth(lineWidth);
			GlStateManager.translate(-render.viewerPosX, -render.viewerPosY, -render.viewerPosZ);

			int h = player.world.getHeight();
			int h0 = (int) player.posY;
			int h1 = Math.min(h, Math.max(h0 - 16, 0));
			int h2 = Math.min(h, Math.max(h0 + 16, 0));

			int x0 = player.chunkCoordX * 16;
			int x1 = x0 + 16;
			int x2 = x0 + 8;
			int z0 = player.chunkCoordZ * 16;
			int z1 = z0 + 16;
			int z2 = z0 + 8;

			int radius = edgeRadius * 16;

			GlStateManager.color( ((float)((edgeColor>>16) & 0xFF))/255F, ((float)((edgeColor>>8) & 0xFF))/255F, ((float)(edgeColor & 0xFF))/255F);
			for(int xo=-16-radius; xo<=radius; xo+=16){
				for(int yo=-16-radius; yo<=radius; yo+=16){
					renderEdge(x0-xo, z0-yo, h);
				}
            }

			GlStateManager.popMatrix();
		}
	}

	public static void renderEdge(double x, double z, double h) {
		Tessellator tess = Tessellator.getInstance();
		BufferBuilder renderer = tess.getBuffer();

		renderer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);

		renderer.pos(x, 0, z).endVertex();
		renderer.pos(x, h, z).endVertex();

		tess.draw();
	}

	

 

I've seen posts of people seeking answers for similar problems, but they're all for old Minecraft where functions no longer exist or don't solve them.

 

Greatly appreciate any help!

Edited by CosmicDan
Words

Windows software, Android hacking, and other curios

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3 hours ago, CosmicDan said:

Solved it. The "blank" texture needed to be a solid white, not 100% transparent.

More accurately, the texture needs to have white in its color channels. But most image programs discard text information when the opacity is 0, as it compresses better.

  • Like 1

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