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Posted

You'd have to offset by the player's eye height too, rather than just position.

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

 

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Posted

Thanks and another question, so I am interpolating players last and current position with partialTicks, it works but when I am moving its is rendering it a little bit behind the actual position. I think it is because of usage of lastPos but there must be some way to fix it.

Posted
GlStateManager.pushMatrix();
GlStateManager.disableTexture();
GlStateManager.disableLighting();
GlStateManager.disableDepthTest();
GlStateManager.enableBlend();
GlStateManager.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.lineWidth(1);

Vec3d renderPos = Utils.getInterpolatedEyePos(MC.player, event.getPartialTicks());
RenderEvent renderEvent = new RenderEvent(GeometryTessellator.getInstance(), renderPos, event.getPartialTicks());
renderEvent.resetTranslation();
MinecraftForge.EVENT_BUS.post(renderEvent);

GlStateManager.lineWidth(1);
GlStateManager.disableBlend();
GlStateManager.enableDepthTest();
GlStateManager.enableLighting();
GlStateManager.enableTexture();
GlStateManager.popMatrix();

GeometryTesselattor extends Tesselator and adds some helper functions.

RenderEvent.resetTranslation() translates tesselators buffer by renderPos. (Passed in constructor)

Utils.getInterpolatedEyePos():

public static Vec3d getInterpolated(Entity entity, double x, double y, double z) {
    return new Vec3d((entity.posX - entity.lastTickPosX) * x, (entity.posY - entity.lastTickPosY) * y, (entity.posZ - entity.lastTickPosZ) * z);
}
public static Vec3d getInterpolated(Entity entity, double ticks) {
    return getInterpolated(entity, ticks, ticks, ticks);
}
public static Vec3d getInterpolatedPos(Entity entity, double ticks) {
    return new Vec3d(entity.posX, entity.posY, entity.posZ).add(getInterpolated(entity, ticks)) ;
}
public static Vec3d getInterpolatedEyePos(Entity entity, double ticks) {
    return getInterpolatedPos(entity, ticks).add(0, entity.getEyeHeight(), 0);
}

And when I Subscribe to that event is just adds some vertices to buffer and calls tesselators draw method.

If you can help me it would be awesome.

Posted

I have a similar problem. When I draw something in world on RenderWorldLastEvent, everything works fine except when player sneaks.

 

 

And here is my code.

 

        @SubscribeEvent
        public static void onRenderWorldLast(RenderWorldLastEvent event) {
            BlockRenderer.renderBlockOutline(event.getPartialTicks()); // XXX render one block at 1, 1, 1 for testing
        }

 

    public static void renderBlockOutline(float partialTicks) {
        ClientPlayerEntity playerEntity = Minecraft.getInstance().player;
        double x = playerEntity.lastTickPosX + (playerEntity.posX - playerEntity.lastTickPosX) * partialTicks;
        double y = playerEntity.lastTickPosY + (playerEntity.posY - playerEntity.lastTickPosY) * partialTicks;
        double z = playerEntity.lastTickPosZ + (playerEntity.posZ - playerEntity.lastTickPosZ) * partialTicks;

        //LogManager.getLogger().info(playerEntity.getEyePosition(partialTicks));
        //Vec3d eyePos = playerEntity.getEyePosition(partialTicks);
        //Vec3d eyePos = Minecraft.getInstance().getRenderViewEntity().getEyePosition(partialTicks);

        GlStateManager.pushMatrix();

        //GlStateManager.translated(-eyePos.x, -eyePos.y, -eyePos.z);
        GlStateManager.translated(-x, -y - playerEntity.getEyeHeight(), -z);
        GlStateManager.translated(-9, 63, 6);

        GlStateManager.disableCull();
        GlStateManager.disableDepthTest();
        GlStateManager.disableTexture();

        GlStateManager.color4f(1, 1, 1, 1);
        //GlStateManager.lineWidth(1);

        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferBuilder = tessellator.getBuffer();

        bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);

        bufferBuilder.pos(0, 0, 0).endVertex();
        bufferBuilder.pos(1, 0, 0).endVertex();
        bufferBuilder.pos(1, 0, 1).endVertex();
        bufferBuilder.pos(0, 0, 1).endVertex();

        bufferBuilder.pos(0, 1, 0).endVertex();
        bufferBuilder.pos(1, 1, 0).endVertex();
        bufferBuilder.pos(1, 1, 1).endVertex();
        bufferBuilder.pos(0, 1, 1).endVertex();

        tessellator.draw();

        GlStateManager.enableDepthTest();
        GlStateManager.enableTexture();

        GlStateManager.popMatrix();
    }

 

Posted
5 hours ago, RedLaboratory said:

I have a similar problem. When I draw something in world on RenderWorldLastEvent, everything works fine except when player sneaks.

 

On 8/23/2019 at 11:22 AM, Draco18s said:

You'd have to offset by the player's eye height too, rather than just position.

This means the y value not all of the values as it seems you were doing.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
On 8/24/2019 at 9:20 AM, MineGame159 said:

If you can help me it would be awesome.

Can you show me what you mean by it being behind the actual position?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

I somehow figured out how to fix this problem.

 

        Vec3d projectedView = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView();
        GlStateManager.translated(-projectedView.x, -projectedView.y, -projectedView.z);

 

That function returns exactly what I want.

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