Posted August 25, 20187 yr A mod I am working on tries to display mobs that are sneaking up behind you, by showing little versions on the sides of your screen. Here is how it's supposed to work: The display code shown was copied from ToroCraft's ToroHealth (Source On GitHub) ToroHealth seems to have no problem with this, but whenever the display shows a slime(Or any other partially transparent entity i'm guessing) this happens: Any idea why or how to fix it? Thanks. Render Code: Spoiler @SubscribeEvent public void renderEntityWarnings(RenderGameOverlayEvent.Pre event) { EntityPlayer player = Minecraft.getMinecraft().player; if (event.getType() == ElementType.CHAT || player == null || player.world == null) return; List<Entity> ewl = player.world.getEntitiesWithinAABBExcludingEntity(player, player.getEntityBoundingBox().grow(Config.Warnings.range, 5, Config.Warnings.range)); for (Entity e : ewl) { if (e instanceof EntityLivingBase) { EntityLivingBase entity = (EntityLivingBase) e; Frustum fr = new Frustum(); fr.setPosition(player.posX, player.posY, player.posZ); if (!fr.isBoundingBoxInFrustum(e.getEntityBoundingBox())) { EntityDisplay ed = new EntityDisplay(Minecraft.getMinecraft()); ed.setEntity(entity); ed.setPosition(0, 50); ed.draw(); } } else { // do dis } } } public static class EntityDisplay { private static final int RENDER_HEIGHT = 30; private static final int RENDER_WIDTH = 18; private static final int PADDING = 2; private static final int WIDTH = 40; private static final int HEIGHT = WIDTH; private int y; private float glX; private float glY; private EntityLivingBase entity; private Entity leashedToEntity; private float prevYawOffset; private float prevYaw; private float prevPitch; private float prevYawHead; private float prevPrevYahHead; private int scale = 1; public EntityDisplay(Minecraft mc) { } public void setPosition(int x, int y) { this.y = y; glX = (float) x + WIDTH / 2; updateScale(); } public void setEntity(EntityLivingBase entity) { this.entity = entity; updateScale(); } public void draw() { try { pushEntityLeasedTo(); pushEntityRotations(); glDraw(); popEntityRotations(); popEntityLeasedTo(); } catch (Throwable ignore) { } } private void updateScale() { if (entity == null) { glY = (float) y + HEIGHT - PADDING; return; } int scaleY = MathHelper.ceil(RENDER_HEIGHT / entity.height); int scaleX = MathHelper.ceil(RENDER_WIDTH / entity.width); scale = Math.min(scaleX, scaleY); glY = (float) y + (HEIGHT / 2 + RENDER_HEIGHT / 2); //if (entity instanceof EntityGhast) { // glY -= 10; //} } private void glDraw() { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate(glX, glY, 50.0F); GlStateManager.scale((float) (-scale), (float) scale, (float) scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager(); rendermanager.setPlayerViewY(180.0F); rendermanager.setRenderShadow(false); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); rendermanager.setRenderShadow(true); GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.disableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); } private void popEntityLeasedTo() { if (entity instanceof EntityLiving && leashedToEntity != null) { ((EntityLiving) entity).setLeashHolder(leashedToEntity, false); leashedToEntity = null; } } private void pushEntityLeasedTo() { if (entity instanceof EntityLiving) { if (((EntityLiving) entity).getLeashed()) { leashedToEntity = ((EntityLiving) entity).getLeashHolder(); ((EntityLiving) entity).setLeashHolder(null, false); } } } private void popEntityRotations() { entity.renderYawOffset = prevYawOffset; entity.rotationYaw = prevYaw; entity.rotationPitch = prevPitch; entity.rotationYawHead = prevYawHead; entity.prevRotationYawHead = prevPrevYahHead; } private void pushEntityRotations() { prevYawOffset = entity.renderYawOffset; prevYaw = entity.rotationYaw; prevPitch = entity.rotationPitch; prevYawHead = entity.rotationYawHead; prevPrevYahHead = entity.prevRotationYawHead; entity.renderYawOffset = 0.0f; entity.rotationYaw = 0.0f; entity.rotationPitch = 0.0f; entity.rotationYawHead = 0.0f; entity.prevRotationYawHead = 0.0f; } } Edit: Happens with wither skeletons too Edited August 27, 20187 yr by GiantNuker
August 25, 20187 yr The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
August 25, 20187 yr Author 13 hours ago, Draco18s said: The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent. Thank you, I will look into this.
August 25, 20187 yr Author I checked ToroHealth and Can't seem to find anything. The mod does render a skin into the background though. It uses: private void drawSkin() { if (ConfigurationHandler.skin.equals("NONE")) { return; } if (ConfigurationHandler.skin.equals("HEAVY")) { mc.getTextureManager().bindTexture(SKIN_HEAVY); }else{ mc.getTextureManager().bindTexture(SKIN_BASIC); } GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); Gui.drawModalRectWithCustomSizedTexture(screenX - 10, screenY - 10, 0.0f, 0.0f, 160, 60, 160, 60); } I am not very good with OpenGL, but I don't think this has anything. The render entity code is exactly the same, I had something else, but now I'm using the same renderer to try to get rid of this. Entity render code: Spoiler public static class EntityDisplay { private static final int RENDER_HEIGHT = 30; private static final int RENDER_WIDTH = 18; private static final int PADDING = 2; private static final int WIDTH = 40; private static final int HEIGHT = WIDTH; private int y; private float glX; private float glY; private EntityLivingBase entity; private Entity leashedToEntity; private float prevYawOffset; private float prevYaw; private float prevPitch; private float prevYawHead; private float prevPrevYahHead; private int scale = 1; public EntityDisplay(Minecraft mc) { } public void setPosition(int x, int y) { this.y = y; glX = (float) x + WIDTH / 2; updateScale(); } public void setEntity(EntityLivingBase entity) { this.entity = entity; updateScale(); } public void draw() { try { pushEntityLeasedTo(); pushEntityRotations(); glDraw(); popEntityRotations(); popEntityLeasedTo(); } catch (Throwable ignore) { } } private void updateScale() { if (entity == null) { glY = (float) y + HEIGHT - PADDING; return; } int scaleY = MathHelper.ceil(RENDER_HEIGHT / entity.height); int scaleX = MathHelper.ceil(RENDER_WIDTH / entity.width); scale = Math.min(scaleX, scaleY); glY = (float) y + (HEIGHT / 2 + RENDER_HEIGHT / 2); //if (entity instanceof EntityGhast) { // glY -= 10; //} } private void glDraw() { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate(glX, glY, 50.0F); GlStateManager.scale((float) (-scale), (float) scale, (float) scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager(); rendermanager.setPlayerViewY(180.0F); rendermanager.setRenderShadow(false); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); rendermanager.setRenderShadow(true); GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.disableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); } private void popEntityLeasedTo() { if (entity instanceof EntityLiving && leashedToEntity != null) { ((EntityLiving) entity).setLeashHolder(leashedToEntity, false); leashedToEntity = null; } } private void pushEntityLeasedTo() { if (entity instanceof EntityLiving) { if (((EntityLiving) entity).getLeashed()) { leashedToEntity = ((EntityLiving) entity).getLeashHolder(); ((EntityLiving) entity).setLeashHolder(null, false); } } } private void popEntityRotations() { entity.renderYawOffset = prevYawOffset; entity.rotationYaw = prevYaw; entity.rotationPitch = prevPitch; entity.rotationYawHead = prevYawHead; entity.prevRotationYawHead = prevPrevYahHead; } private void pushEntityRotations() { prevYawOffset = entity.renderYawOffset; prevYaw = entity.rotationYaw; prevPitch = entity.rotationPitch; prevYawHead = entity.rotationYawHead; prevPrevYahHead = entity.prevRotationYawHead; entity.renderYawOffset = 0.0f; entity.rotationYaw = 0.0f; entity.rotationPitch = 0.0f; entity.rotationYawHead = 0.0f; entity.prevRotationYawHead = 0.0f; } }
August 26, 20187 yr On 8/25/2018 at 11:11 AM, Draco18s said: The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent. 13 hours ago, GiantNuker said: I checked ToroHealth and Can't seem to find anything. The mod does render a skin into the background though. Have you tried playing around and making sure transparency is off/on and texture2d is off/on? those probably aren't the rendering flags that you want, but their a good start About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 26, 20187 yr Author 11 hours ago, Cadiboo said: Have you tried playing around and making sure transparency is off/on and texture2d is off/on? those probably aren't the rendering flags that you want, but their a good start How would i turn transparency on and off? Also, i think there might be a difference between whatever version had "doRenderEntity" and 1.12.2 "renderEntity" I'm retty sure ToroCraft just hasnt updated the github repositiory. That is the only difference I can see codewise so far.
August 26, 20187 yr That's what happens when you bind a texture and don't rebind what Minecraft was already using. In this case, you bound the font texture (which the FontRenderer class does for you, automatically) during the rendering of non-font UI objects. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
August 26, 20187 yr Author 52 minutes ago, Draco18s said: That's what happens when you bind a texture and don't rebind what Minecraft was already using. In this case, you bound the font texture (which the FontRenderer class does for you, automatically) during the rendering of non-font UI objects. Thank you. How do I rebind the previous texture though? Edit: this stops screen blacking, but still dosent render the transparency: GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); GL11.glPopAttrib(); Source: http://www.minecraftforge.net/forum/topic/32488-1710-rendering-semi-transparent-mobs/?do=findComment&comment=171749 Rendering issues with this method: Spoiler Issues:Transparency (See : slime, boots, text, glint) Edited August 26, 20187 yr by GiantNuker
August 27, 20187 yr 6 hours ago, GiantNuker said: Thank you. How do I rebind the previous texture though? Edit: this stops screen blacking, but still dosent render the transparency: GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); GL11.glPopAttrib(); Source: http://www.minecraftforge.net/forum/topic/32488-1710-rendering-semi-transparent-mobs/?do=findComment&comment=171749 Rendering issues with this method: Reveal hidden contents Issues:Transparency (See : slime, boots, text, glint) Don’t use GL directly, use GLStateManager About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 27, 20187 yr Author 14 hours ago, Cadiboo said: Don’t use GL directly, use GLStateManager And how would i do that in this situation?
August 27, 20187 yr Author I am sorry, but I just found out the root cause of my problem. I used RenderGameOverlay.Pre instead of Post. With a little bit of tweaking, now it works If you would like to use it: Highlighter[1.0-1.12.2].jar - Download Highlighter[1.0-1.12.2]-source.jar - Sources Thank you @Draco18s @Cadiboo
August 27, 20187 yr 3 hours ago, GiantNuker said: I am sorry, but I just found out the root cause of my problem. I used RenderGameOverlay.Pre instead of Post. With a little bit of tweaking, now it works If you would like to use it: Highlighter[1.0-1.12.2].jar - Download Highlighter[1.0-1.12.2]-source.jar - Sources Thank you @Draco18s @Cadiboo Great! But make sure you are making GL calls to GLStateManager and not GL11. https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2231761-opengl-calls-glstatemanager About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 27, 20187 yr Author 10 minutes ago, Cadiboo said: Great! But make sure you are making GL calls to GLStateManager and not GL11. https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2231761-opengl-calls-glstatemanager GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate(glX, glY, 50.0F); GlStateManager.scale((float) (-scale * scaleM), (float) scale * scaleM, (float) scale * scaleM); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager(); rendermanager.setPlayerViewY(180.0F); rendermanager.setRenderShadow(false); GlStateManager.pushMatrix(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.popMatrix(); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); GlStateManager.pushMatrix(); GlStateManager.enableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.popMatrix(); rendermanager.setRenderShadow(true); GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); //GlStateManager.disableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); Do i still need the calls to OpenGlHelper?
August 27, 20187 yr 6 minutes ago, GiantNuker said: GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate(glX, glY, 50.0F); GlStateManager.scale((float) (-scale * scaleM), (float) scale * scaleM, (float) scale * scaleM); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager(); rendermanager.setPlayerViewY(180.0F); rendermanager.setRenderShadow(false); GlStateManager.pushMatrix(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.popMatrix(); rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false); GlStateManager.pushMatrix(); GlStateManager.enableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.popMatrix(); rendermanager.setRenderShadow(true); GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); //GlStateManager.disableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); Do i still need the calls to OpenGlHelper? The one that sets a high brightness? Yes if you still want that, otherwise your code looks good but could do with a little bit of cleanup About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 27, 20187 yr Author 22 minutes ago, Cadiboo said: The one that sets a high brightness? Yes if you still want that, otherwise your code looks good but could do with a little bit of cleanup Thanks @Cadiboo
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