Posted May 8, 201312 yr Hello. I have a big problem. I'made a tile entity block with special renderer, and if i place even one (sic!) block and do absolutely nothing, it start devouring more and more memory until the game crashes with "Out of memory" notification. Is there any solution of this problem? My code: TESR package net.row.src.client.renderer.tileentity; import net.minecraft.block.Block; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.entity.Entity; import net.minecraft.tileentity.TileEntity; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.row.src.RoW; import net.row.src.client.model.rail.ModelRailRight; import net.row.src.client.model.rail.ModelRailX01; import net.row.src.client.model.rail.ModelRailX05; import net.row.src.client.model.rail.ModelRailX10; import net.row.src.tileentity.TileEntityWideRail; import org.lwjgl.opengl.GL11; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class TileEntityWideRailRenderer extends TileEntitySpecialRenderer { protected ModelBase model; public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f){ GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); TileEntityWideRail tile = (TileEntityWideRail)tileentity; if(tile != null){ renderBlockRail(tile, tile.worldObj, tile.xCoord, tile.yCoord, tile.zCoord, RoW.rails); } GL11.glPopMatrix(); } public void renderBlockRail(TileEntityWideRail tileEntity, World world, int i, int j, int k, Block block){ Tessellator tessellator = Tessellator.instance; float f = block.getBlockBrightness(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); int dir = world.getBlockMetadata(i, j, k); if(tileEntity != null){ switch (tileEntity.mId){ default: bindTextureByName("/mods/RoW/textures/rails/rails_1.png"); model = new ModelRailX01(); break; case 1: bindTextureByName("/mods/RoW/textures/rails/rails_5.png"); model = new ModelRailX05(); break; case 2: bindTextureByName("/mods/RoW/textures/rails/rails_10.png"); model = new ModelRailX10();break; case 3: bindTextureByName("/mods/RoW/textures/rails/rails_right.png"); model = new ModelRailRight();break; case 4: bindTextureByName("/mods/RoW/textures/rails/rails_left.png"); model = new ModelRailRight();break; } GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 0F, 0.5F); GL11.glRotatef(dir * (-90F), 0F, 1F, 0F); GL11.glTranslatef(0.0F, 0F, -0.5F); GL11.glScalef(-1.0F, -1.0F, 1.0F); model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } } } One of my models package net.row.src.client.model.rail; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; @SideOnly(Side.CLIENT) public class ModelRailX01 extends ModelBase { ModelRenderer Sleeper1; ModelRenderer Sleeper2; ModelRenderer Foot1; ModelRenderer Foot2; ModelRenderer Web1; ModelRenderer Web2; ModelRenderer Head1; ModelRenderer Head2; public ModelRailX01() { textureWidth = 128; textureHeight = 32; Sleeper1 = new ModelRenderer(this, 0, 0); Sleeper1.addBox(-20F, -1F, 2F, 40, 2, 4); Sleeper1.setRotationPoint(0F, -1F, 0F); Sleeper1.setTextureSize(128, 32); Sleeper1.mirror = true; setRotation(Sleeper1, 0F, 0F, 0F); Sleeper2 = new ModelRenderer(this, 0, 6); Sleeper2.addBox(-20F, -1F, 10F, 40, 2, 4); Sleeper2.setRotationPoint(0F, -1F, 0F); Sleeper2.setTextureSize(128, 32); Sleeper2.mirror = true; setRotation(Sleeper2, 0F, 0F, 0F); Foot1 = new ModelRenderer(this, 0, 12); Foot1.addBox(0F, 0F, -3F, 16, 1, 6); Foot1.setRotationPoint(-13F, -3F, 0F); Foot1.setTextureSize(128, 32); Foot1.mirror = true; setRotation(Foot1, 0F, -1.570796F, 0F); Foot2 = new ModelRenderer(this, 0, 19); Foot2.addBox(0F, 0F, -3F, 16, 1, 6); Foot2.setRotationPoint(13F, -3F, 0F); Foot2.setTextureSize(128, 32); Foot2.mirror = true; setRotation(Foot2, 0F, -1.570796F, 0F); Web1 = new ModelRenderer(this, 44, 18); Web1.addBox(0F, -1F, -0.5F, 16, 2, 1); Web1.setRotationPoint(-13F, -4F, 0F); Web1.setTextureSize(128, 32); Web1.mirror = true; setRotation(Web1, 0F, -1.570796F, 0F); Web2 = new ModelRenderer(this, 44, 21); Web2.addBox(0F, -1F, -0.5F, 16, 2, 1); Web2.setRotationPoint(13F, -4F, 0F); Web2.setTextureSize(128, 32); Web2.mirror = true; setRotation(Web2, 0F, -1.570796F, 0F); Head1 = new ModelRenderer(this, 44, 12); Head1.addBox(0F, 0F, -1F, 16, 1, 2); Head1.setRotationPoint(-13F, -6F, 0F); Head1.setTextureSize(128, 32); Head1.mirror = true; setRotation(Head1, 0F, -1.570796F, 0F); Head2 = new ModelRenderer(this, 44, 15); Head2.addBox(0F, 0F, -1F, 16, 1, 2); Head2.setRotationPoint(13F, -6F, 0F); Head2.setTextureSize(128, 32); Head2.mirror = true; setRotation(Head2, 0F, -1.570796F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); Sleeper1.render(f5); Sleeper2.render(f5); Foot1.render(f5); Foot2.render(f5); Web1.render(f5); Web2.render(f5); Head1.render(f5); Head2.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); } } Help please? If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 8, 201312 yr You're creating a new model every frame and never releasing them. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
May 8, 201312 yr Author Thanks! If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
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