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What is the default itemrenderer equipped code? In the minecraft forge docs (http://jd.minecraftforge.net/net/minecraftforge/client/IItemRenderer.ItemRenderType.html) it says to look at net.minecraft.src.ItemRenderer. I did and tried pasting the two methods "renderItem" and "renderItemIn2D", fiddled around with it to not have any visible errors. I ended up with this code...

private static RenderItem renderItem = new RenderItem();
private Minecraft mc;
private RenderBlocks renderBlocksInstance = new RenderBlocks();
private EntityLiving par1EntityLiving;
private int par3;

public boolean handleRenderType(ItemStack item, ItemRenderType type) 
{
 	if (type == ItemRenderType.EQUIPPED) { return true; }
  		return false;
	}

	public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) 
	{
 	return false;
	}

@Override
public void renderItem(ItemRenderType type, ItemStack par2ItemStack, Object... data) 
{
	GL11.glPushMatrix();

		Icon icon = par1EntityLiving.getItemIcon(par2ItemStack, par3);

            if (icon == null)
            {
                GL11.glPopMatrix();
                return;
            }

            if (par2ItemStack.getItemSpriteNumber() == 0)
            {
                this.mc.renderEngine.bindTexture("/terrain.png");
            }
            else
            {
                this.mc.renderEngine.bindTexture("/gui/items.png");
            }

            Tessellator tessellator = Tessellator.instance;
            float f = icon.getMinU();
            float f1 = icon.getMaxU();
            float f2 = icon.getMinV();
            float f3 = icon.getMaxV();
            float f4 = 0.0F;
            float f5 = 0.3F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            GL11.glTranslatef(-f4, -f5, 0.0F);
            float f6 = 1.5F;
            GL11.glScalef(f6, f6, f6);
            GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
            GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
            renderItemIn2D(tessellator, f1, f2, f, f3, icon.getSheetWidth(), icon.getSheetHeight(), 0.0625F);

            if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
            {
                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDisable(GL11.GL_LIGHTING);
                this.mc.renderEngine.bindTexture("%blur%/misc/glint.png");
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
                float f7 = 0.76F;
                GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
                GL11.glMatrixMode(GL11.GL_TEXTURE);
                GL11.glPushMatrix();
                float f8 = 0.125F;
                GL11.glScalef(f8, f8, f8);
                float f9 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
                GL11.glTranslatef(f9, 0.0F, 0.0F);
                GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(f8, f8, f8);
                f9 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
                GL11.glTranslatef(-f9, 0.0F, 0.0F);
                GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}

public static void renderItemIn2D(Tessellator par0Tessellator, float par1, float par2, float par3, float par4, int par5, int par6, float par7)
    {
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 0.0F, 1.0F);
        par0Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)par1, (double)par4);
        par0Tessellator.addVertexWithUV(1.0D, 0.0D, 0.0D, (double)par3, (double)par4);
        par0Tessellator.addVertexWithUV(1.0D, 1.0D, 0.0D, (double)par3, (double)par2);
        par0Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)par1, (double)par2);
        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 0.0F, -1.0F);
        par0Tessellator.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - par7), (double)par1, (double)par2);
        par0Tessellator.addVertexWithUV(1.0D, 1.0D, (double)(0.0F - par7), (double)par3, (double)par2);
        par0Tessellator.addVertexWithUV(1.0D, 0.0D, (double)(0.0F - par7), (double)par3, (double)par4);
        par0Tessellator.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - par7), (double)par1, (double)par4);
        par0Tessellator.draw();
        float f5 = (float)par5 * (par1 - par3);
        float f6 = (float)par6 * (par4 - par2);
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
        int k;
        float f7;
        float f8;

        for (k = 0; (float)k < f5; ++k)
        {
            f7 = (float)k / f5;
            f8 = par1 + (par3 - par1) * f7 - 0.5F / (float)par5;
            par0Tessellator.addVertexWithUV((double)f7, 0.0D, (double)(0.0F - par7), (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f7, 0.0D, 0.0D, (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f7, 1.0D, 0.0D, (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f7, 1.0D, (double)(0.0F - par7), (double)f8, (double)par2);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(1.0F, 0.0F, 0.0F);
        float f9;

        for (k = 0; (float)k < f5; ++k)
        {
            f7 = (float)k / f5;
            f8 = par1 + (par3 - par1) * f7 - 0.5F / (float)par5;
            f9 = f7 + 1.0F / f5;
            par0Tessellator.addVertexWithUV((double)f9, 1.0D, (double)(0.0F - par7), (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f9, 1.0D, 0.0D, (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f9, 0.0D, 0.0D, (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f9, 0.0D, (double)(0.0F - par7), (double)f8, (double)par4);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 1.0F, 0.0F);

        for (k = 0; (float)k < f6; ++k)
        {
            f7 = (float)k / f6;
            f8 = par4 + (par2 - par4) * f7 - 0.5F / (float)par6;
            f9 = f7 + 1.0F / f6;
            par0Tessellator.addVertexWithUV(0.0D, (double)f9, 0.0D, (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f9, 0.0D, (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f9, (double)(0.0F - par7), (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f9, (double)(0.0F - par7), (double)par1, (double)f8);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, -1.0F, 0.0F);

        for (k = 0; (float)k < f6; ++k)
        {
            f7 = (float)k / f6;
            f8 = par4 + (par2 - par4) * f7 - 0.5F / (float)par6;
            par0Tessellator.addVertexWithUV(1.0D, (double)f7, 0.0D, (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f7, 0.0D, (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f7, (double)(0.0F - par7), (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f7, (double)(0.0F - par7), (double)par3, (double)f8);
        }

        par0Tessellator.draw();
    }

However when I run the game it throws me an NPE, what am I doing wrong?

 

What I'm trying to do is making my bow that I'v made render horizontally instead of vertically just to give it a cool little effect.

Posted

What is the default itemrenderer equipped code? In the minecraft forge docs (http://jd.minecraftforge.net/net/minecraftforge/client/IItemRenderer.ItemRenderType.html) it says to look at net.minecraft.src.ItemRenderer. I did and tried pasting the two methods "renderItem" and "renderItemIn2D", fiddled around with it to not have any visible errors. I ended up with this code...

private static RenderItem renderItem = new RenderItem();
private Minecraft mc;
private RenderBlocks renderBlocksInstance = new RenderBlocks();
private EntityLiving par1EntityLiving;
private int par3;

public boolean handleRenderType(ItemStack item, ItemRenderType type) 
{
 	if (type == ItemRenderType.EQUIPPED) { return true; }
  		return false;
	}

	public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) 
	{
 	return false;
	}

@Override
public void renderItem(ItemRenderType type, ItemStack par2ItemStack, Object... data) 
{
	GL11.glPushMatrix();

		Icon icon = par1EntityLiving.getItemIcon(par2ItemStack, par3);

            if (icon == null)
            {
                GL11.glPopMatrix();
                return;
            }

            if (par2ItemStack.getItemSpriteNumber() == 0)
            {
                this.mc.renderEngine.bindTexture("/terrain.png");
            }
            else
            {
                this.mc.renderEngine.bindTexture("/gui/items.png");
            }

            Tessellator tessellator = Tessellator.instance;
            float f = icon.getMinU();
            float f1 = icon.getMaxU();
            float f2 = icon.getMinV();
            float f3 = icon.getMaxV();
            float f4 = 0.0F;
            float f5 = 0.3F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            GL11.glTranslatef(-f4, -f5, 0.0F);
            float f6 = 1.5F;
            GL11.glScalef(f6, f6, f6);
            GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
            GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
            renderItemIn2D(tessellator, f1, f2, f, f3, icon.getSheetWidth(), icon.getSheetHeight(), 0.0625F);

            if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
            {
                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDisable(GL11.GL_LIGHTING);
                this.mc.renderEngine.bindTexture("%blur%/misc/glint.png");
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
                float f7 = 0.76F;
                GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
                GL11.glMatrixMode(GL11.GL_TEXTURE);
                GL11.glPushMatrix();
                float f8 = 0.125F;
                GL11.glScalef(f8, f8, f8);
                float f9 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
                GL11.glTranslatef(f9, 0.0F, 0.0F);
                GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(f8, f8, f8);
                f9 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
                GL11.glTranslatef(-f9, 0.0F, 0.0F);
                GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
                renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}

public static void renderItemIn2D(Tessellator par0Tessellator, float par1, float par2, float par3, float par4, int par5, int par6, float par7)
    {
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 0.0F, 1.0F);
        par0Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)par1, (double)par4);
        par0Tessellator.addVertexWithUV(1.0D, 0.0D, 0.0D, (double)par3, (double)par4);
        par0Tessellator.addVertexWithUV(1.0D, 1.0D, 0.0D, (double)par3, (double)par2);
        par0Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)par1, (double)par2);
        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 0.0F, -1.0F);
        par0Tessellator.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - par7), (double)par1, (double)par2);
        par0Tessellator.addVertexWithUV(1.0D, 1.0D, (double)(0.0F - par7), (double)par3, (double)par2);
        par0Tessellator.addVertexWithUV(1.0D, 0.0D, (double)(0.0F - par7), (double)par3, (double)par4);
        par0Tessellator.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - par7), (double)par1, (double)par4);
        par0Tessellator.draw();
        float f5 = (float)par5 * (par1 - par3);
        float f6 = (float)par6 * (par4 - par2);
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
        int k;
        float f7;
        float f8;

        for (k = 0; (float)k < f5; ++k)
        {
            f7 = (float)k / f5;
            f8 = par1 + (par3 - par1) * f7 - 0.5F / (float)par5;
            par0Tessellator.addVertexWithUV((double)f7, 0.0D, (double)(0.0F - par7), (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f7, 0.0D, 0.0D, (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f7, 1.0D, 0.0D, (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f7, 1.0D, (double)(0.0F - par7), (double)f8, (double)par2);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(1.0F, 0.0F, 0.0F);
        float f9;

        for (k = 0; (float)k < f5; ++k)
        {
            f7 = (float)k / f5;
            f8 = par1 + (par3 - par1) * f7 - 0.5F / (float)par5;
            f9 = f7 + 1.0F / f5;
            par0Tessellator.addVertexWithUV((double)f9, 1.0D, (double)(0.0F - par7), (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f9, 1.0D, 0.0D, (double)f8, (double)par2);
            par0Tessellator.addVertexWithUV((double)f9, 0.0D, 0.0D, (double)f8, (double)par4);
            par0Tessellator.addVertexWithUV((double)f9, 0.0D, (double)(0.0F - par7), (double)f8, (double)par4);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, 1.0F, 0.0F);

        for (k = 0; (float)k < f6; ++k)
        {
            f7 = (float)k / f6;
            f8 = par4 + (par2 - par4) * f7 - 0.5F / (float)par6;
            f9 = f7 + 1.0F / f6;
            par0Tessellator.addVertexWithUV(0.0D, (double)f9, 0.0D, (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f9, 0.0D, (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f9, (double)(0.0F - par7), (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f9, (double)(0.0F - par7), (double)par1, (double)f8);
        }

        par0Tessellator.draw();
        par0Tessellator.startDrawingQuads();
        par0Tessellator.setNormal(0.0F, -1.0F, 0.0F);

        for (k = 0; (float)k < f6; ++k)
        {
            f7 = (float)k / f6;
            f8 = par4 + (par2 - par4) * f7 - 0.5F / (float)par6;
            par0Tessellator.addVertexWithUV(1.0D, (double)f7, 0.0D, (double)par3, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f7, 0.0D, (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(0.0D, (double)f7, (double)(0.0F - par7), (double)par1, (double)f8);
            par0Tessellator.addVertexWithUV(1.0D, (double)f7, (double)(0.0F - par7), (double)par3, (double)f8);
        }

        par0Tessellator.draw();
    }

However when I run the game it throws me an NPE, what am I doing wrong?

 

What I'm trying to do is making my bow that I'v made render horizontally instead of vertically just to give it a cool little effect.

Posted

I think, placing GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); or GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); somewhere in the beginning of the code will help you.

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

Posted

I think, placing GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); or GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); somewhere in the beginning of the code will help you.

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

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