Jump to content

Recommended Posts

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?

Some tips:

  Reveal hidden contents

 

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.

  • Thanks 1
Posted
  On 4/25/2019 at 10:02 AM, V0idWa1k3r said:

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

Expand  

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:

  Reveal hidden contents

 

Posted
  On 4/25/2019 at 10:54 AM, 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.

Expand  

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:

  Reveal hidden contents

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.