Posted March 26, 201312 yr Help...! I've just made a model for my Tile Entity, and I'm rendering it using an ISBRH (ISimpleBlockRenderingHandler), along with setRenderBounds() and renderStandardBlock(). The block looks fine in-world, but (as from the title), I'm having problems with it in the inventory. The model is basically a copy of the vanilla Anvil model. However, seen here: It doesn't render the whole block... Here's the code: http://pastebin.com/prvwfMjS
March 26, 201312 yr EDIT: Problem solved inn the post below this. I'm not familiar with rendering so I'm not going to try at this code, but It made me wonder about this odd thing: On Line 63, 69 and below you have these calls to render each face. But the parameters are the same for all of them and zero, is that meant to be so? renderer.renderBottomFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(0, 0)); If you guys dont get it.. then well ya.. try harder...
March 26, 201312 yr Author I think it's setNormal() that matters... Still, don't quote me on that; I copied this from a tutorial somewhere and... even BC3 uses this set of methods, so... Mazetar, you're on a replying spree! EDIT: well well well. Turns out I put the brace in the wrong place, the entire chunk is supposed to be inside the for loop... Case closed (:
March 26, 201312 yr Ah great, did that include the last line: renderer.clearOverrideBlockTexture(); Wondering since I will get into minecraft's rendering soon after I'm done learning more of the openGL basics Mazetar, you're on a replying spree! Hehe, well I'm trying to work on my mod but got stuck on a logic problem so I'm procrastinating by answering posts on the forum when I see a chance to help or to learn something =) If you guys dont get it.. then well ya.. try harder...
March 26, 201312 yr Author Well if the entire block is one texture then both setOverride and clearOverride should be outside the loop. Good luck on your modding career!
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