Posted April 18, 201312 yr 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.
April 18, 201312 yr Author 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.
April 23, 201312 yr You just wanna get it to hold / flip at 90 degrees right? This is the creator of the Rareores mod! Be sure to check it out at
April 23, 201312 yr You just wanna get it to hold / flip at 90 degrees right? This is the creator of the Rareores mod! Be sure to check it out at
April 24, 201312 yr 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.
April 24, 201312 yr 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.
April 24, 201312 yr What she said, but put it in your getIcon Method. This is the creator of the Rareores mod! Be sure to check it out at
April 24, 201312 yr What she said, but put it in your getIcon Method. This is the creator of the Rareores mod! Be sure to check it out at
April 30, 201312 yr Author Yes, I was thinking something along those lines, but I'm not sure how to get the default 2d renderer code in there and working.
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