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Posted

I am trying to render a sphere (with 3 layers) with textures as such: https://github.com/DanielHeEGG/RapidOxidation/blob/e5736a1eb97db41727802883dfc0906bd33507a3/src/main/java/com/daniel_egg/rapidoxidation/client/render/RenderFireball.java#L28-L50

The texture I used look like:

fireball_mid.png.9f44673b42cf62a0334e29538dc79ccd.png

 

However, the sphere in-game looks like:

2019-04-25_17_44_16.png.4a4b38e091e7b1c643ac5d5509eadb80.png

 

This is not desired; I would like the sphere to have the texture in picture one.

My current guess is that the texture on the sphere is scaled too large, resulting in only a tiny fraction of the texture is displayed.

How would I fix this problem?

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Support & Bug Reports:

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Posted

Likely whatever GLU is doing to create the sphere either doesn't include UV coordinates at all or they are setup incorrectly.

The correct answer here is to not use GLU. I don't believe it is even included in lwjgl3 anyway(and 1.13 will use lwjgl3) so yeah. 

The easies option to render a sphere then to me would be to create and render a wavefront(obj) model instead.

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Posted
19 minutes ago, V0idWa1k3r said:

The easies option to render a sphere then to me would be to create and render a wavefront(obj) model instead.

I haven't really rendered wavefront models in Minecraft before; how would I bind textures to wavefront models via code?

Is it still through TextureManager#bindTexture (Minecraft.getMinecraft().renderEngine.bindTexture)?

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Posted
20 minutes ago, V0idWa1k3r said:

Binding a texture is an action that is model-independent. Regardless of what and how you are rendering the binding of texture will always be the same.

AFAIK wavefront models already contain the UV data in it; does that mean I'll have to create a new model for every texture?

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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