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Posted

Hi all,

I coded a Tile Entity that spawns a mob with a TESR that shows the entity's model, but as soon as the TE is on screen, all other TESRs like chests move to the right and forth while their blocks stay at the same spot.

Here's the renderer:

public class TESRCultistSpawn extends TileEntitySpecialRenderer<TileEntityCultistSpawn> {
    @Override
    public void render(TileEntityCultistSpawn te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
        
        GlStateManager.translate(0.5, 0, 0.5);
        EntityCultist entity = new EntityCultist(te.getWorld());
        entity.rotationYaw = 45;
        Minecraft.getMinecraft().getRenderManager().renderEntity(entity, x, y, z, 180.0f, partialTicks, true);
    }
}

And what happens is attached as PNG. Compare the chest model and the block outline!

2019-06-10_09.52.31.png

Posted

Remember to do GlStateManager::pushMatrix and GlStateManager::popMatrix before and after your rendering.

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Posted
3 hours ago, Wunst said:

EntityCultist entity = new EntityCultist(te.getWorld());

This is unrelated, but do NOT create a new entity each frame.

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Posted
8 hours ago, Wunst said:

Oh, ok, I'll make the entity a field instead of a local variable.

Why do you need the entity in the first place?

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My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
11 hours ago, Wunst said:

@DavidM Maybe that will help, I forgot it...

That is probably the issue. You are applying the translation to all rendering, which will not be cleared for future rendering if you do not push a new matrix for the translating, thus causing all renders to shift 0.5 on x and z axis.

 

3 hours ago, Cadiboo said:

Why do you need the entity in the first place?

I think he is trying to render a mob at the position of the TileEntity.

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
2 hours ago, DavidM said:

I think he is trying to render a mob at the position of the TileEntity.

If that’s the only reason, they shouldn’t be making a new entity, they should just be rendering the model. If they want to render an entity dynamically they should be getting it from somewhere rather than making a new one.

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My WebsiteCadiboo.github.io

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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Posted (edited)

Okay, it works now, I changed the code to:

public class TESRCultistSpawn extends TileEntitySpecialRenderer<TileEntityCultistSpawn> {
    EntityCultist entity;
    
    @Override
    public void render(TileEntityCultistSpawn te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
        if(entity == null) {
            entity = new EntityCultist(te.getWorld());
        }
        GlStateManager.pushMatrix();
        GlStateManager.translate(0, 0, 0);
        Minecraft.getMinecraft().getRenderManager().renderEntity(entity, x + 0.5, y, z + 0.5, 180.0f, partialTicks, true);
        GlStateManager.popMatrix();
    }
}

 

Edited by Wunst
Posted

Rather than creating an entity at all, do what @Cadiboosaid and just render the entity's model in your TESR.  I.e. do what your RenderCultist (or whatever) class does in its doRender() method.

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