MrJake Posted July 21, 2018 Share Posted July 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted July 21, 2018 Share Posted July 21, 2018 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 Quote 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. Link to comment Share on other sites More sharing options...
MrJake Posted July 21, 2018 Author Share Posted July 21, 2018 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... Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted July 21, 2018 Share Posted July 21, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
MrJake Posted July 21, 2018 Author Share Posted July 21, 2018 Oh, there is this misleading comment I left behind... I was offsetting my box of course. Sorry ;) Quote Link to comment Share on other sites More sharing options...
_Cruelar_ Posted July 21, 2018 Share Posted July 21, 2018 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. Quote 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 Link to comment Share on other sites More sharing options...
MrJake Posted July 21, 2018 Author Share Posted July 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
_Cruelar_ Posted July 21, 2018 Share Posted July 21, 2018 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/ Quote 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 Link to comment Share on other sites More sharing options...
MrJake Posted April 10, 2020 Author Share Posted April 10, 2020 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; } Quote Link to comment Share on other sites More sharing options...
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