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[1.12.2] Fast TESR rendered items turn dark [SOLVED]


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Posted (edited)

Hi,

if have the following issue: from some angles the items in a bowl and stand I try to render with Fast TESR turn dark:

2018-08-05_21_03_29.thumb.png.22fc6ba8a35c08e2873ebc0423b91a89.png

2018-08-05_21_03_47.thumb.png.66dd6ac460dd62a87d3327dcd8bf844f.png

 

Here is the Code of the two Render-Classes

Render of the Stand

package com.mylimo.miraculous.client.render;

import com.mylimo.miraculous.tileentity.TileEntityMagicStand;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.model.animation.FastTESR;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;

public class RenderMagicStand extends FastTESR<TileEntityMagicStand>
{
    private float angle = 0;

    @Override
    public void renderTileEntityFast(TileEntityMagicStand te, double x, double y, double z, float partialTicks, int destroyStage, float partial, BufferBuilder buffer)
    {
        IItemHandler itemHandler = te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);

        ItemStack itemStack = itemHandler.getStackInSlot(0);

        if (itemStack.isEmpty())
        {
            return;
        }



        GlStateManager.pushMatrix();
        GlStateManager.translate(x + 0.5f, y + 0.58f, z + 0.5f);
        GlStateManager.rotate( angle ,0.0f,1.0f,0);
        angle = angle + 1;
        if (angle == 361) angle = 0;
        GlStateManager.disableLighting();
        RenderHelper.enableStandardItemLighting();
        Minecraft.getMinecraft().getRenderItem().renderItem(itemStack, ItemCameraTransforms.TransformType.GROUND);
        RenderHelper.disableStandardItemLighting();

        GlStateManager.enableLighting();
        GlStateManager.popMatrix();
    }
}

 

Render of the Bowl

package com.mylimo.miraculous.client.render;

import com.mylimo.miraculous.tileentity.TileEntityMagicBowl;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.model.animation.FastTESR;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;

public class RenderMagicBowl extends FastTESR<TileEntityMagicBowl>
{
    private float angle = 0;

    @Override
    public void renderTileEntityFast(TileEntityMagicBowl te, double x, double y, double z, float partialTicks, int destroyStage, float partial, BufferBuilder buffer)
    {
        IItemHandler itemHandler = te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);

        ItemStack executor = itemHandler.getStackInSlot(0);
        ItemStack power = itemHandler.getStackInSlot(1);
        ItemStack definer = itemHandler.getStackInSlot(2);

        if (executor.isEmpty() && power.isEmpty() && definer.isEmpty()) return;

        GlStateManager.pushMatrix();
        GlStateManager.translate(x + 0.365f, y + 0.2f, z + 0.578f);
        GlStateManager.scale(0.5f, 0.5f, 0.5f);
        GlStateManager.rotate( angle ,0.0f,1.0f,0.0f);
        GlStateManager.disableLighting();
        RenderHelper.enableStandardItemLighting();
        Minecraft.getMinecraft().getRenderItem().renderItem(power, ItemCameraTransforms.TransformType.GROUND);
        RenderHelper.disableStandardItemLighting();

        GlStateManager.enableLighting();
        GlStateManager.popMatrix();

        GlStateManager.pushMatrix();
        GlStateManager.translate(x + 0.5f, y + 0.2f, z + 0.344f);
        GlStateManager.scale(0.5f, 0.5f, 0.5f);
        GlStateManager.rotate( angle ,0.0f,1.0f,0.0f);
        GlStateManager.disableLighting();
        RenderHelper.enableStandardItemLighting();
        Minecraft.getMinecraft().getRenderItem().renderItem(executor, ItemCameraTransforms.TransformType.GROUND);
        RenderHelper.disableStandardItemLighting();

        GlStateManager.enableLighting();
        GlStateManager.popMatrix();

        GlStateManager.pushMatrix();
        GlStateManager.translate(x + 0.635f, y + 0.2f, z + 0.578f);
        GlStateManager.scale(0.5f, 0.5f, 0.5f);
        GlStateManager.rotate( angle ,0.0f,1.0f,0.0f);
        GlStateManager.disableLighting();
        RenderHelper.enableStandardItemLighting();
        Minecraft.getMinecraft().getRenderItem().renderItem(definer, ItemCameraTransforms.TransformType.GROUND);
        RenderHelper.disableStandardItemLighting();

        GlStateManager.enableLighting();
        GlStateManager.popMatrix();

        angle = angle + 1;
        if (angle == 361) angle = 0;
    }
}

 

It's probably really bad code, because I don't really know what I am doing there. (Sorry, I'm trying to learn). If someone could recommend me a Tutorial about this topic that would be awesome!

Here is also a link to the Github Repository of this mod: https://github.com/Mylimo/Miraculous

 

If someone could help me that, would be awesome!

Edited by mylimo
Posted
2 hours ago, mylimo said:

I don't really know what I am doing there. (Sorry, I'm trying to learn). If someone could recommend me a Tutorial about this topic that would be awesome!

FastTESR is for rendering tile entities in batch. That happens by initalizing the drawing buffer once, then the mods can upload vertices to the buffer passed and after everything is done there is a final draw call. That is way more performant than a regualr TESR since a regular TESR can use anywhere from 1 to infinity draw calls per render invocation where as FastTESR uses 1 draw call per however many TileEntities there are and draw calls are expensive. That however comes at a cost of a fixes BufferBuilder format and a fixed GL state. So yes, you can't use GlStateManager in a FastTESR since it screws with the GL state.

In general you should use a FastTESR for a model that you can draw with the BufferBuilder that may or may not be animated. I have some utility methods to use with a FastTESR(like rendering an obj model or a cuboid) here if you want an example of what the FastTESR can be used for.

However a FastTESR can't be used for some things. Pretty much anything that requires GL state changing or draw calls is incompatible with a FastTESR, and item rendering requires both.

Hope this explanation makes it clearer for you as to when to use a FastTESR and when to use a regular TESR.

  • Thanks 1
Posted
9 hours ago, V0idWa1k3r said:

Hope this explanation makes it clearer for you as to when to use a FastTESR and when to use a regular TESR.

Thanks alot, that makes it alot clearer!

Posted

Haha, yes! :D

 

Transparent alot is best alot.

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