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[1.15.2] Cannot create translucent blocks


Alex Sim

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I'm trying to create transparent/translucent blocks in Minecraft 1.15.2 (Forge v. 31.1.30).

 

The leaves and flowers in the screenshot below should have cutout spots, while the blue blocks on the right should be translucent (semi-transparent) like glass or ice.

 

9GJUGBo.png

 

And yes I am using the notSolid() property, I have overridden getAmbientOcclusionLightValue, propagatesSkylightDown, isNormalCube and isSideInvisible, I have even tried using the default GlassBlock class for the blue block on the right (same result).

 

I am trying to port a mod from 1.14.4, the blocks looked fine in that version

Edited by Alex Sim
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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1 hour ago, Draco18s said:

 

Wow that's an unnecessarily complicated change

 

Thank god I can use Kotlin extension properties... And I'm already using reflection for registration ?

Edited by Alex Sim
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15 hours ago, Alex Sim said:

 

Wow that's an unnecessarily complicated change

 

Thank god I can use Kotlin extension properties... And I'm already using reflection for registration ?

A little more complicated, but not unnecessary.  It's down to how 1.15 handles rendering, basically by combining all operations for particular render type together, which greatly reduces the number of OpenGL state changes needed.  It's a big performance boost.

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5 minutes ago, desht said:

A little more complicated, but not unnecessary.  It's down to how 1.15 handles rendering, basically by combining all operations for particular render type together, which greatly reduces the number of OpenGL state changes needed.  It's a big performance boost.

What I find unnecessary is the fact that this can't be set though a block property (eg. setRenderType(RenderType)) and handled during block registration; after all it's very similar to what I'm doing now with reflection so it's definitely possible

Edited by Alex Sim
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