Posted March 23, 201312 yr Hey i have created a sky dimension similar to the aether and it works great except that the void or "sky" under the floating islands is black. I am trying to figure out how to make the same color as the actual sky. Any help is much appreciated! Thanks
September 22, 20159 yr I'm in 1.8 and I really need a method for change the void color, if somebody have a solution that can be really nice.
September 22, 20159 yr Hello back, I've use this event for change the void color (in white) on my sky dimension : @SubscribeEvent public void viewRenderEvent(EntityViewRenderEvent.FogColors event) { event.red = (float)((double)event.red * 10); event.green = (float)((double)event.green * 10); event.blue = (float)((double)event.blue * 10); } but only the fog color change Did you have any solution for affect the void ?
September 22, 20159 yr Sorry to disturb you again but I'm confused, I have override the function but I don't really know what return If null is correct that change nothing @Override @SideOnly(Side.CLIENT) public net.minecraftforge.client.IRenderHandler getSkyRenderer() { return null; }
September 23, 20159 yr Do you still need some example? Maybe I have one. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
September 23, 20159 yr First; You should provide your version. Since rendering system of 1.7 and 1.8 is pretty different, it is needed. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
September 23, 20159 yr It is divided to 4 parts. I'll first post the default sky rendering code, try to understand how they works. package stellarium.render; import java.util.Random; import org.lwjgl.opengl.GL11; import net.minecraft.client.Minecraft; import net.minecraft.client.multiplayer.WorldClient; import net.minecraft.client.renderer.GLAllocation; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.WorldRenderer; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.client.renderer.vertex.VertexBuffer; import net.minecraft.client.renderer.vertex.VertexFormat; import net.minecraft.client.renderer.vertex.VertexFormatElement; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import net.minecraft.util.Vec3; import net.minecraftforge.client.ForgeHooksClient; import net.minecraftforge.client.IRenderHandler; public class SkyRendererVanilla extends IRenderHandler { protected WorldClient theWorld; protected Minecraft mc; protected TextureManager renderEngine; protected int glSkyList = -1; protected int glSkyList2 = -1; protected int starGLCallList = -1; protected VertexFormat vertexBufferFormat; protected boolean vboEnabled; protected VertexBuffer starVBO; protected VertexBuffer skyVBO; protected VertexBuffer sky2VBO; protected static final ResourceLocation locationMoonPng = new ResourceLocation("textures/environment/moon_phases.png"); protected static final ResourceLocation locationSunPng = new ResourceLocation("textures/environment/sun.png"); protected static final ResourceLocation locationEndSkyPng = new ResourceLocation("textures/environment/end_sky.png"); public SkyRendererVanilla() { this.vertexBufferFormat = new VertexFormat(); this.vertexBufferFormat.setElement(new VertexFormatElement(0, VertexFormatElement.EnumType.FLOAT, VertexFormatElement.EnumUsage.POSITION, 3)); this.setup(); } protected void setup() { if(this.theWorld == null) return; boolean flag = this.vboEnabled; this.vboEnabled = OpenGlHelper.useVbo(); if(flag != this.vboEnabled) { this.generateSky(); this.generateSky2(); this.generateStars(); } } @Override public void render(float partialTicks, WorldClient world, Minecraft mc) { this.mc = mc; this.theWorld = world; this.renderEngine = mc.getTextureManager(); int pass = ForgeHooksClient.getWorldRenderPass(); this.setup(); this.renderSky(pass, partialTicks); } protected void generateSky() { Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); if (this.skyVBO != null) { this.skyVBO.deleteGlBuffers(); } if (this.glSkyList >= 0) { GLAllocation.deleteDisplayLists(this.glSkyList); this.glSkyList = -1; } if (this.vboEnabled) { this.skyVBO = new VertexBuffer(this.vertexBufferFormat); this.renderSkyInternal(worldrenderer, 16.0F, false); worldrenderer.finishDrawing(); worldrenderer.reset(); this.skyVBO.bufferData(worldrenderer.getByteBuffer(), worldrenderer.getByteIndex()); } else { this.glSkyList = GLAllocation.generateDisplayLists(1); GL11.glNewList(this.glSkyList, GL11.GL_COMPILE); this.renderSkyInternal(worldrenderer, 16.0F, false); tessellator.draw(); GL11.glEndList(); } } protected void generateSky2() { Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); if (this.sky2VBO != null) { this.sky2VBO.deleteGlBuffers(); } if (this.glSkyList2 >= 0) { GLAllocation.deleteDisplayLists(this.glSkyList2); this.glSkyList2 = -1; } if (this.vboEnabled) { this.sky2VBO = new VertexBuffer(this.vertexBufferFormat); this.renderSkyInternal(worldrenderer, -16.0F, true); worldrenderer.finishDrawing(); worldrenderer.reset(); this.sky2VBO.bufferData(worldrenderer.getByteBuffer(), worldrenderer.getByteIndex()); } else { this.glSkyList2 = GLAllocation.generateDisplayLists(1); GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE); this.renderSkyInternal(worldrenderer, -16.0F, true); tessellator.draw(); GL11.glEndList(); } } protected void generateStars() { Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); if (this.starVBO != null) { this.starVBO.deleteGlBuffers(); } if (this.starGLCallList >= 0) { GLAllocation.deleteDisplayLists(this.starGLCallList); this.starGLCallList = -1; } if (this.vboEnabled) { this.starVBO = new VertexBuffer(this.vertexBufferFormat); this.renderStarsInternal(worldrenderer); worldrenderer.finishDrawing(); worldrenderer.reset(); this.starVBO.bufferData(worldrenderer.getByteBuffer(), worldrenderer.getByteIndex()); } else { this.starGLCallList = GLAllocation.generateDisplayLists(1); GlStateManager.pushMatrix(); GL11.glNewList(this.starGLCallList, GL11.GL_COMPILE); this.renderStarsInternal(worldrenderer); tessellator.draw(); GL11.glEndList(); GlStateManager.popMatrix(); } } protected void renderSkyInternal(WorldRenderer worldRendererIn, float p_174968_2_, boolean p_174968_3_) { worldRendererIn.startDrawingQuads(); for (int i = -384; i <= 384; i += 64) { for (int j = -384; j <= 384; j += 64) { float red = (float)i; float green = (float)(i + 64); if (p_174968_3_) { green = (float)i; red = (float)(i + 64); } worldRendererIn.addVertex((double)red, (double)p_174968_2_, (double)j); worldRendererIn.addVertex((double)green, (double)p_174968_2_, (double)j); worldRendererIn.addVertex((double)green, (double)p_174968_2_, (double)(j + 64)); worldRendererIn.addVertex((double)red, (double)p_174968_2_, (double)(j + 64)); } } } protected void renderStarsInternal(WorldRenderer worldRendererIn) { Random random = new Random(10842L); worldRendererIn.startDrawingQuads(); for (int i = 0; i < 1500; ++i) { double d0 = (double)(random.nextFloat() * 2.0F - 1.0F); double d1 = (double)(random.nextFloat() * 2.0F - 1.0F); double d2 = (double)(random.nextFloat() * 2.0F - 1.0F); double d3 = (double)(0.15F + random.nextFloat() * 0.1F); double d4 = d0 * d0 + d1 * d1 + d2 * d2; if (d4 < 1.0D && d4 > 0.01D) { d4 = 1.0D / Math.sqrt(d4); d0 *= d4; d1 *= d4; d2 *= d4; double d5 = d0 * 100.0D; double d6 = d1 * 100.0D; double d7 = d2 * 100.0D; double d8 = Math.atan2(d0, d2); double d9 = Math.sin(d8); double d10 = Math.cos(d8); double d11 = Math.atan2(Math.sqrt(d0 * d0 + d2 * d2), d1); double d12 = Math.sin(d11); double d13 = Math.cos(d11); double d14 = random.nextDouble() * Math.PI * 2.0D; double d15 = Math.sin(d14); double d16 = Math.cos(d14); for (int j = 0; j < 4; ++j) { double d17 = 0.0D; double d18 = (double)((j & 2) - 1) * d3; double d19 = (double)((j + 1 & 2) - 1) * d3; double d20 = 0.0D; double d21 = d18 * d16 - d19 * d15; double d22 = d19 * d16 + d18 * d15; double d23 = d21 * d12 + 0.0D * d13; double d24 = 0.0D * d12 - d21 * d13; double d25 = d24 * d9 - d22 * d10; double d26 = d22 * d9 + d24 * d10; worldRendererIn.addVertex(d5 + d25, d6 + d23, d7 + d26); } } } } protected void renderSkyBg(int pass, float partialTicks, Tessellator tessellator, WorldRenderer worldrenderer, float red, float green, float blue) { GlStateManager.disableTexture2D(); GlStateManager.color(red, green, blue); GlStateManager.depthMask(false); GlStateManager.enableFog(); GlStateManager.color(red, green, blue); if (this.vboEnabled) { this.skyVBO.bindBuffer(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L); this.skyVBO.drawArrays(7); this.skyVBO.unbindBuffer(); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } else { GlStateManager.callList(this.glSkyList); } GlStateManager.disableFog(); GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); } protected void renderSkyGlow(int pass, float partialTicks, Tessellator tessellator, WorldRenderer worldrenderer) { GlStateManager.disableAlpha(); GlStateManager.depthMask(false); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float[] afloat = theWorld.provider.calcSunriseSunsetColors(theWorld.getCelestialAngle(partialTicks), partialTicks); float glowRed; float glowGreen; float glowBlue; if (afloat != null) { GlStateManager.disableTexture2D(); GlStateManager.shadeModel(7425); GlStateManager.pushMatrix(); GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); GlStateManager.rotate(MathHelper.sin(theWorld.getCelestialAngleRadians(partialTicks)) < 0.0F ? 180.0F : 0.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F); glowRed = afloat[0]; glowGreen = afloat[1]; glowBlue = afloat[2]; if (pass != 2) { float bufferRed = (glowRed * 30.0F + glowGreen * 59.0F + glowBlue * 11.0F) / 100.0F; float bufferGreen = (glowRed * 30.0F + glowGreen * 70.0F) / 100.0F; float bufferBlue = (glowRed * 30.0F + glowBlue * 70.0F) / 100.0F; glowRed = bufferRed; glowGreen = bufferGreen; glowBlue = bufferBlue; } worldrenderer.startDrawing(6); worldrenderer.setColorRGBA_F(glowRed, glowGreen, glowBlue, afloat[3]); worldrenderer.addVertex(0.0D, 100.0D, 0.0D); boolean flag = true; worldrenderer.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); for (int j = 0; j <= 16; ++j) { float angleFactor = (float)j * (float)Math.PI * 2.0F / 16.0F; float sinFactor = MathHelper.sin(angleFactor); float cosFactor = MathHelper.cos(angleFactor); worldrenderer.addVertex((double)(sinFactor * 120.0F), (double)(cosFactor * 120.0F), (double)(-cosFactor * 40.0F * afloat[3])); } tessellator.draw(); GlStateManager.popMatrix(); GlStateManager.shadeModel(7424); GlStateManager.enableTexture2D(); } GlStateManager.disableBlend(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); } protected void renderStellar(int pass, float partialTicks, Tessellator tessellator, WorldRenderer worldrenderer, float red, float green, float blue) { GlStateManager.enableBlend(); GlStateManager.disableFog(); GlStateManager.tryBlendFuncSeparate(770, 1, 1, 0); GlStateManager.depthMask(false); GlStateManager.pushMatrix(); float weatherEffect = 1.0F - theWorld.getRainStrength(partialTicks); GlStateManager.color(1.0F, 1.0F, 1.0F, weatherEffect); GlStateManager.translate(0.0F, 0.0F, 0.0F); GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(theWorld.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); float stellarDepth = 30.0F; this.renderEngine.bindTexture(locationSunPng); worldrenderer.startDrawingQuads(); worldrenderer.addVertexWithUV((double)(-stellarDepth), 100.0D, (double)(-stellarDepth), 0.0D, 0.0D); worldrenderer.addVertexWithUV((double)stellarDepth, 100.0D, (double)(-stellarDepth), 1.0D, 0.0D); worldrenderer.addVertexWithUV((double)stellarDepth, 100.0D, (double)stellarDepth, 1.0D, 1.0D); worldrenderer.addVertexWithUV((double)(-stellarDepth), 100.0D, (double)stellarDepth, 0.0D, 1.0D); tessellator.draw(); stellarDepth = 20.0F; this.renderEngine.bindTexture(locationMoonPng); int k = theWorld.getMoonPhase(); int l = k % 4; int i1 = k / 4 % 2; float red5 = (float)(l + 0) / 4.0F; float red6 = (float)(i1 + 0) / 2.0F; float red7 = (float)(l + 1) / 4.0F; float red8 = (float)(i1 + 1) / 2.0F; worldrenderer.startDrawingQuads(); worldrenderer.addVertexWithUV((double)(-stellarDepth), -100.0D, (double)stellarDepth, (double)red7, (double)red8); worldrenderer.addVertexWithUV((double)stellarDepth, -100.0D, (double)stellarDepth, (double)red5, (double)red8); worldrenderer.addVertexWithUV((double)stellarDepth, -100.0D, (double)(-stellarDepth), (double)red5, (double)red6); worldrenderer.addVertexWithUV((double)(-stellarDepth), -100.0D, (double)(-stellarDepth), (double)red7, (double)red6); tessellator.draw(); GlStateManager.disableTexture2D(); GlStateManager.disableAlpha(); float red9 = theWorld.getStarBrightness(partialTicks) * weatherEffect; if (red9 > 0.0F) { GlStateManager.color(red9, red9, red9, red9); if (this.vboEnabled) { this.starVBO.bindBuffer(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L); this.starVBO.drawArrays(7); this.starVBO.unbindBuffer(); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } else { GlStateManager.callList(this.starGLCallList); } } GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableFog(); GlStateManager.popMatrix(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); } protected void renderSkyOverlay(int pass, float partialTicks, Tessellator tessellator, WorldRenderer worldrenderer, float red, float green, float blue) { GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); GlStateManager.color(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPositionEyes(partialTicks).yCoord - theWorld.getHorizon(); if (d0 < 0.0D) { GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, 12.0F, 0.0F); if (this.vboEnabled) { this.sky2VBO.bindBuffer(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L); this.sky2VBO.drawArrays(7); this.sky2VBO.unbindBuffer(); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } else { GlStateManager.callList(this.glSkyList2); } GlStateManager.popMatrix(); float overlayDepth = -((float)(d0 + 65.0D)); worldrenderer.startDrawingQuads(); worldrenderer.setColorRGBA_I(0, 255); worldrenderer.addVertex(-1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); tessellator.draw(); } if (theWorld.provider.isSkyColored()) { GlStateManager.color(red * 0.2F + 0.04F, green * 0.2F + 0.04F, blue * 0.6F + 0.1F); } else { GlStateManager.color(red, green, blue); } GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, -((float)(d0 - 16.0D)), 0.0F); GlStateManager.callList(this.glSkyList2); GlStateManager.popMatrix(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); } protected void renderSky(int pass, float partialTicks) { if (mc.theWorld.provider.getDimensionId() == 1) { this.renderSkyEnd(); } else if (mc.theWorld.provider.isSurfaceWorld()) { Vec3 vec3 = theWorld.getSkyColor(mc.getRenderViewEntity(), partialTicks); float red = (float)vec3.xCoord; float green = (float)vec3.yCoord; float blue = (float)vec3.zCoord; if (pass != 2) { float bufferRed = (red * 30.0F + green * 59.0F + blue * 11.0F) / 100.0F; float bufferGreen = (red * 30.0F + green * 70.0F) / 100.0F; float bufferBlue = (red * 30.0F + blue * 70.0F) / 100.0F; red = bufferRed; green = bufferGreen; blue = bufferBlue; } Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); this.renderSkyBg(pass, partialTicks, tessellator, worldrenderer, red, green, blue); this.renderSkyGlow(pass, partialTicks, tessellator, worldrenderer); this.renderStellar(pass, partialTicks, tessellator, worldrenderer, red, green, blue); this.renderSkyOverlay(pass, partialTicks, tessellator, worldrenderer, red, green, blue); } } protected void renderSkyEnd() { GlStateManager.disableFog(); GlStateManager.disableAlpha(); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); GlStateManager.depthMask(false); this.renderEngine.bindTexture(locationEndSkyPng); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); for (int i = 0; i < 6; ++i) { GlStateManager.pushMatrix(); if (i == 1) { GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); } if (i == 2) { GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F); } if (i == 3) { GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F); } if (i == 4) { GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F); } if (i == 5) { GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F); } worldrenderer.startDrawingQuads(); worldrenderer.setColorOpaque_I(2631720); worldrenderer.addVertexWithUV(-100.0D, -100.0D, -100.0D, 0.0D, 0.0D); worldrenderer.addVertexWithUV(-100.0D, -100.0D, 100.0D, 0.0D, 16.0D); worldrenderer.addVertexWithUV(100.0D, -100.0D, 100.0D, 16.0D, 16.0D); worldrenderer.addVertexWithUV(100.0D, -100.0D, -100.0D, 16.0D, 0.0D); tessellator.draw(); GlStateManager.popMatrix(); } GlStateManager.depthMask(true); GlStateManager.enableAlpha(); } } I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
September 24, 20159 yr Ok first, sorry for the late reply but I have take the time for read and it is pretty explicit for the moment so you can go forward I think
September 24, 20159 yr So I think you should change renderSkyOverlay section. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
September 24, 20159 yr protected void renderSkyOverlay(int pass, float partialTicks, Tessellator tessellator, WorldRenderer worldrenderer, float red, float green, float blue) { GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); GlStateManager.color(1.0F, 1.0F, 1.0F); double d0 = mc.thePlayer.getPositionEyes(partialTicks).yCoord - theWorld.getHorizon(); if(d0 < 0.0D) { GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, 12.0F, 0.0F); if(this.vboEnabled) { this.sky2VBO.bindBuffer(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L); this.sky2VBO.drawArrays(7); this.sky2VBO.unbindBuffer(); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } else { GlStateManager.callList(this.glSkyList2); } GlStateManager.popMatrix(); float overlayDepth = -((float)(d0 + 65.0D)); worldrenderer.startDrawingQuads(); worldrenderer.setColorRGBA_I(0, 255); worldrenderer.addVertex(-1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, -1.0D); worldrenderer.addVertex(-1.0D, (double)overlayDepth, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(-1.0D, -1.0D, -1.0D); worldrenderer.addVertex(-1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, 1.0D); worldrenderer.addVertex(1.0D, -1.0D, -1.0D); tessellator.draw(); } if(theWorld.provider.isSkyColored()) { GlStateManager.color(red * 0.2F + 0.04F, green * 0.2F + 0.04F, blue * 0.6F + 0.1F); } else { GlStateManager.color(red, green, blue); } GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, -((float)(d0 - 16.0D)), 0.0F); GlStateManager.callList(this.glSkyList2); GlStateManager.popMatrix(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); } I think this gonne work can you show me how can I try?
September 24, 20159 yr You might change color. I think you should change 'worldrenderer.setColorRGBA_I(0, 255);' I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
September 25, 20159 yr Ok so I've search by myself and I find all I wanted to do, so thanks to you guys it's perfect like this
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