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[1.12.2] Drawing a smooth circle


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Ok, what do  you mean by "smooth"?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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7 hours ago, Meldexun said:

I think it's called antialiased. So the border of the cirlce should be more smooth.

Ok, now I see what you mean. The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

 

Personally, I'd say screw it and not worry about it. Its minecraft, it has a blocky aesthetic. I'm not sure how to go about handling this.

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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Please post your code.
There are many ways to draw circles in OpenGL. How are you drawing it?

 

 

1 hour ago, Draco18s said:

or a freehand red circle around it

Damn. ???

Some tips:

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Modder Support:

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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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.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.

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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:

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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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Ok i now managed to draw the circles as i want. But i have a problem animating my gui.

I know that i have to work with partialTick to get a smooth animation. So as far as i know Minecraft.getMinecraft().getRenderPartialTicks() returns a float between 0 and 1.

For the animation i need an integer from the server (packet is sent every tick) and the PartialTick. The problem is that the PartialTick already returns a number close to 0 (but greater than 0. something like 0.2) but the integer is not synced already.

Maybe i can explain it better with an table:

Integer from Server:		Partial Tick:
		1240			0.18
		1250			0.44
		1250			0.68
		1250			0.94
		1250			0.18
		1260			0.44

When i work with these values it won't give me a smooth animation because the integer from the server is updated too late.

So is there anything i can do against this?

 

Capability:

Spoiler

	protected void handleOxygen(EntityPlayer player) {
			//calculate oxygen
			
			BetterDiving.CONNECTION.sendTo(new SPacketSyncOxygen(currentAir), (EntityPlayerMP) player);
		}
	}

 

 

Message:

Spoiler

public class SPacketSyncOxygen implements IMessage {
	
	private int air;
	
	public SPacketSyncOxygen() {
		
	}
	
	public SPacketSyncOxygen(int air) {
		this.air = air;
	}
	
	@Override
	public void fromBytes(ByteBuf buf) {
		this.air = buf.readInt();
	}

	@Override
	public void toBytes(ByteBuf buf) {
		buf.writeInt(air);
	}
	
	public int getAir() {
		return air;
	}
	
}

 

 

Message Handler:

Spoiler

	@Override
	public IMessage onMessage(SPacketSyncOxygen message, MessageContext ctx) {
		FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> {
			BetterDiving.proxy.handlePacketSyncOxygen(message, ctx);
		});
		return null;
	}

 

 

ClientProxy:

Spoiler

	@Override
	public void handlePacketSyncOxygen(SPacketSyncOxygen message, MessageContext ctx) {
		ICapabilityDivingAttributes idiving = Minecraft.getMinecraft().player.getCapability(CapabilityDivingAttributesProvider.DIVING, null);
		((CapabilityDivingAttributes) idiving).previousAir = idiving.getCurrentAir();
		idiving.setCurrentAir(message.getAir());
	}

 

 

Edited by Meldexun
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Is the value at all predictable? Like, does it go down in a regular interval? If so, please let the client predict things and only send a packet from the server every so often. Network latency is shaky and you will hardly get a smooth animation, no matter what you do.

Also, for using partial ticks you need two values, the value from the previous tick and the current value. Then interpolate between the two based on the partial ticks value.

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6 minutes ago, diesieben07 said:

Is the value at all predictable? Like, does it go down in a regular interval? If so, please let the client predict things and only send a packet from the server every so often.

I think it is predictable. It's a custom oxygen system so whenever you are in water it goes down and outside it goes up. So should i calculate the oxygen on both sides and only send a packet every second or so?

 

6 minutes ago, diesieben07 said:

Also, for using partial ticks you need two values, the value from the previous tick and the current value. Then interpolate between the two based on the partial ticks value.

I know that. You can look at my client proxy and see that i first save the last value and then write the new one.

Edited by Meldexun
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