Jump to content

Recommended Posts

Posted

So i want to render a water texture when there is no block near my block. Currently i have a TileEntitySpecialRenderer which renders a block of water at the position of my block.

But when the it renders the model of my block is hidden. I mean when standing inside the block i can see the model and the water but from the outside i can only see the water.

That's the TileEntitySpecialRenderer :

Spoiler

public class RenderCreepvine extends TileEntitySpecialRenderer<TileEntityCreepvine> {

	@Override
	public void render(TileEntityCreepvine te, double x, double y, double z, float partialTicks, int destroyStage,
			float alpha) {
		BlockPos blockpos = te.getPos();

		this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
		GlStateManager.pushMatrix();
		GlStateManager.disableLighting();
		GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);

		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
		GlStateManager.translate(x - (double) blockpos.getX(), y - (double) blockpos.getY(), z - (double) blockpos.getZ());
		BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
		blockrendererdispatcher.renderBlock(Blocks.WATER.getDefaultState(), blockpos, te.getWorld(), bufferbuilder);
		tessellator.draw();

		GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
		GlStateManager.enableLighting();
		GlStateManager.popMatrix();
	}

}

 

 

And a pictures how it currently looks like:

Spoiler

2019-11-13_20_29_00.png.0d95624233deb3661fc7dce7e2d7707a.png2019-11-13_20_29_25.png.33063d8a7c2125938394881ece7c1315.png

 

Posted

Unless it does more than I think it does, I suspect your block should use a FastTESR instead of a TileEntitySpecialRenderer, and in fact, that might make it easier to solve the problem.

I think what's happening is that the vertices (and by extension, the quads) aren't being rendered in the correct order. Minecraft sorts the vertices into the correct order under certain conditions, so that transparency looks right, but it doesn't do that for TESRs because it never gets its hands on your BufferBuilder (whereas all FastTESRs share a BufferBuilder within their shared Tessellator).

It does, however, sort the FastTESRs' batched vertex buffer, which is why you could make things easier by switching over. If you do end up using a FastTESR, you should opt-in to the vertex-sorting render pass by returning true from TileEntity#shouldRenderInPass() during pass #1 instead of pass #0.

Otherwise, you should be able to sort the vertices within the TESR yourself, by using BufferBuilder#sortVertexData(), passing in the (x, y, z) coordinates of the player's eyeballs.

  • Thanks 1

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.