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[1.12.2] Need something like "renderEntity", but with head only.


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Posted

Greetings, I'm recreating some HUD and I need to render player's head in the specified area.

What I've got now is a piece of code taken from Minecraft's GuiInventory class. It renders the whole player.

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image.png.a001d3647e7287a8d839df226f8c35ff.png

However, I need something like that:

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image.png.8c660feedd99a8d97603eb31815be6ca.png

So, is there a way to.. set some bounds, for example, and it will render the entity inside them, but not outside? Thanks.

Posted

You could look at the skull TESR code

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Posted
19 hours ago, Cadiboo said:

You could look at the skull TESR code

Well, if I clearly understand the thing - rendering skulls is not exactly what I need, it won't even show the armor.

It'll be better to set some bounds for rendering. Maybe there's something in GL11 that can help?..

Posted
48 minutes ago, Iterator said:

it won't even show the armor.

You can render the armor individually.

Render the skull first, then render the armor.

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Posted
3 hours ago, Iterator said:

Maybe there's something in GL11 that can help?..

Don't rely on OpenGL as the end-all solution. Yes, there is something in OpenGL(not in GL11 though) that can help you, but it isn't going to acheive the result you desire. 

 

What you can do is simply render the player's model, but disable every part of it apart from the head and it's children(ModelRenderer.isHidden).

  • 2 weeks later...
Posted

Sorry for 9 days of inactivity.

On 4/21/2019 at 5:45 AM, V0idWa1k3r said:

Don't rely on OpenGL as the end-all solution. Yes, there is something in OpenGL(not in GL11 though) that can help you, but it isn't going to acheive the result you desire. 

 

What you can do is simply render the player's model, but disable every part of it apart from the head and it's children(ModelRenderer.isHidden).

How to access this ModelRenderer? I've seen that it's used in many models (ModelPlayer for example), but how to use this in my case? Hiding all parts of entity except head, armor and item it's holding looks like exactly what I need.

  • 3 weeks later...
Posted

You would need to replicate what GuiInventory.drawEntityOnScreen does but instead of calling RenderManager#renderEntity replicate the code that the method invokes, but after the getEntityRenderObject call cast the resulting renderer to RenderPlayer, then you have the access to the player's model through RenderPlayer#getMainModel. This is your ModelRenerer object.

Just restore it back to the original stte after you are done rendering.

  • Like 1
Posted
14 hours ago, V0idWa1k3r said:

You would need to replicate what GuiInventory.drawEntityOnScreen does but instead of calling RenderManager#renderEntity replicate the code that the method invokes, but after the getEntityRenderObject call cast the resulting renderer to RenderPlayer, then you have the access to the player's model through RenderPlayer#getMainModel. This is your ModelRenerer object.

Just restore it back to the original stte after you are done rendering.

Understandable, thanks! It must solve my problem.

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