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[Solved] [1.12.2] Translating Baked Quads


Spyeedy
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Thought I should make a new thread instead of continuing my other thread, seeing as I've successfully managed to attach other models onto the same model.

 

So I'm adding a Baked Model's quads to my main item's Baked Model, and that renders successfully. The problem I'm stuck at is, how do I move a BakedQuad, so basically changing it's position?

 

Here's my Baked Model code where I'm adding other Baked Models to my main item's Baked Model

https://gist.github.com/Spyeedy/2cdf9d335eb57dbe54bca1a9198650f8

Edited by Spyeedy

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

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  • 2 weeks later...

I managed to solve it after a week or so of racking my brain for a solution.

 

I had a thought, why not modify the vertex data of the BakedQuad itself and change the numbers myself. I didn't know how to modify the vertex data, so I did some googling and it pointed me to this thread.

Which in turn lead me to this chunk of code here.

That's where I got stuck (yes, my mind was too fixated on that chunk of code to actually post an update here).

 

So I printed the float array provided by IVertexConsumer#put and I was scratching my head over the set of floats it was giving me, then today, it hit me, those were coordinates, specifically translation coordinates for Minecraft to draw a quad.

 

That's when I did some math (multiplication by 16) with the coordinates to determine which coordinate affect the 3 axes of a model, X Y Z.

 

And then, I came to my solution here. I just took the data

Edited by Spyeedy

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

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