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[Solved] Screen blacking when rendering transparent entity as overlay


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Posted (edited)

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:

2018-08-24_17_18_33.png.0be1c94bad6b3f1f7b1027acce8b1f39.png

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:

2018-08-24_17_18_46.png.76ca27ea9c9a0a49e0c072e136e7d97a.png

Any idea why or how to fix it? Thanks. :)

Render Code:

  Reveal hidden contents

Edit: Happens with wither skeletons too

Edited by GiantNuker
Posted

The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent.

  • Like 1

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Posted

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:

  Reveal hidden contents

 

Posted
  On 8/25/2018 at 1:11 AM, Draco18s said:

The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent.

Expand  

 

  On 8/25/2018 at 4:22 PM, GiantNuker said:

I checked ToroHealth and Can't seem to find anything. The mod does render a skin into the background though.

Expand  

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

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Posted
  On 8/26/2018 at 5:51 AM, 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

Expand  

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. :(

Posted

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.

Posted (edited)
  On 8/26/2018 at 6:05 PM, 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.

Expand  

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

 

Edited by GiantNuker
Posted
  On 8/26/2018 at 6:23 PM, 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

 

Expand  

Don’t use GL directly, use GLStateManager

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Posted
  On 8/27/2018 at 6:04 PM, 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 :D

 

If you would like to use it:

Highlighter[1.0-1.12.2].jar - DownloadFetching info...

Highlighter[1.0-1.12.2]-source.jar - SourcesFetching info...

 

Thank you @Draco18s @Cadiboo

Expand  

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

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Posted
  On 8/27/2018 at 9:54 PM, Cadiboo said:
Expand  
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?

Posted
  On 8/27/2018 at 10:05 PM, 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?

Expand  

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

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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.

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