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Featured Replies

Posted

Hi,

 

I'm experiencing a problem with my TESR not rendering when looking in certain direction(Overridden render function not running). I'm writing a Stargate mod and my OBJ model is rendered via VBOs. It takes up space of 9x9 blocks(vertically) with the "base block" at the bottom-center of it. I've even tried to return INFINITE_EXTENT_AABB in getRenderBoundingBox() but it changes nothing. Please help.

 

StargateBaseTile.java

package mrjake.aunis.stargate.blocks.sgbase;

import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ITickable;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;

public class StargateBaseTile extends TileEntity {
	@Override
	public AxisAlignedBB getRenderBoundingBox() {
		// return new AxisAlignedBB(new BlockPos(-6, 0, -6), new BlockPos(7, 12, 7));
		// return super.getRenderBoundingBox().expand(12, 12, 12);
		return INFINITE_EXTENT_AABB;
    	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		return super.writeToNBT(compound);
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound) {
		super.readFromNBT(compound);
	}
}

 

StargateTESR.java

package mrjake.aunis.stargate;

import static org.lwjgl.opengl.GL11.*;

import mrjake.aunis.Aunis;
import mrjake.aunis.stargate.blocks.sgbase.StargateBaseTile;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.util.ResourceLocation;

public class StargateTESR extends TileEntitySpecialRenderer<StargateBaseTile> {
	
	protected static void setLightingDisabled(boolean off) {
        OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
        if (off) glDisable(GL_TEXTURE_2D);
        else glEnable(GL_TEXTURE_2D);
        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
    }
	
	private float gateDiameter = 9.8469F;
	// private float ringDiameter = 9.02849F;
	
	private float centerOfRotation = 4.8656F;
	
	// private float aboveZeroLevel = 0.40113F;
	
	private void renderRing(double x, double y, double z, float angle) {
		if (StargateNetwork.ringModel != null) {
			glTranslatef((float) x, (float) y-0.05F, (float) z);
		
			glRotatef(angle, 0, 0, 1);		
			// glTranslatef(0, -( (ringDiameter/2) + aboveZeroLevel ), 0);
			glTranslatef(0, -centerOfRotation, 0);
			
			Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("aunis:stargate/textures/texturering.png"));
			StargateNetwork.ringModel.render();
		}
	}
	
	private void renderGate(double x, double y, double z) {
		if (StargateNetwork.gateModel != null) {
			glTranslatef((float) x, (float) y - (gateDiameter/2), (float) z);
			
			Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("aunis:stargate/textures/darkmetal2048.png"));
			StargateNetwork.gateModel.render();
		}
	}
	
	/* public StargateTESR() {

	}*/
	
	@Override
	public void render(StargateBaseTile te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
		Aunis.logger.info("Render code running!");
		
		GlStateManager.enableRescaleNormal();
		GlStateManager.alphaFunc(GL_GREATER, 0.1f);
		GlStateManager.enableBlend();
		RenderHelper.enableStandardItemLighting();
		GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 0);
		
		GlStateManager.pushMatrix();
		
		setLightingDisabled(true);

		x += 0.5;
		y += 0.35 + (gateDiameter / 2);
		z += 0.5;
		
		
		float time = te.getWorld().getTotalWorldTime() + partialTicks;
		
		renderRing(x,y,z, time*1.30f);
		
		
		GlStateManager.popMatrix();
		GlStateManager.pushMatrix();
		
		renderGate(x,y,z);
		
		setLightingDisabled(false);

		GlStateManager.popMatrix();
		GlStateManager.disableRescaleNormal();
		GlStateManager.disableBlend();
	}
}

 

 

I find more code irrevelant but if you need something please ask.

2018-07-21_10.31.11.png

2018-07-21_10.31.13.png

4 hours ago, MrJake said:

getRenderBoundingBox()

You need to offset your bounding box to the coordinates of your te. You can see this in the super of getRenderBoundingBox

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

Yeah... But this even happens with

@Override
public AxisAlignedBB getRenderBoundingBox() {
	return INFINITE_EXTENT_AABB;
}

while I think infinite box means it should render all the time...

49 minutes ago, MrJake said:

while I think infinite box means it should render all the time...

This is true, but you should know about the offset for when you switch back to your own AABB. You should try stepping through your code with a debugger at your getRenderBoundingBox. 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

Oh, there is this misleading comment I left behind... I was offsetting my box of course. Sorry ;)

Not important but in the Series the gate has an diameter of 6.7m and an inner diameter of 5.0m. Just saying.

Also you could look at Stargate-Atlantiscraft a Stargate mod for 1.12.2 based on Greg's SGCraft.

My Projects:

Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming)

 

Important:

As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts

  • Author

Yes, but my gate will be made to look good in Minecraft and IMO SGCraft and even Lanteacraft gates(7x7) are little bit too small. In terms of code I got *some* inspirations of Greg's mod.

 

But enough offtopic ;) I need my gate rendered.

There's a explanation by Animefan8888, may it helps (honestly I never used TESR, I've just started with modding so this is the only help I can give)

http://www.minecraftforge.net/forum/topic/65310-tileentity-animation-system-explanation/

 

My Projects:

Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming)

 

Important:

As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts

  • 1 year later...
  • Author

After 2 years I found a solution in the Beacon code. Here, If someone would still need it(Override it on a SpecialRenderer):

public boolean isGlobalRenderer(TileEntityBeacon te) {
        return true;
}

 

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