Posted May 25, 20205 yr Hey everyone, I'm currently trying to build a custom portal block and everything is working nicely so far, however I've run into a weird issue with the portal animation (the one that plays out when standing inside the portal): Just like the vanilla game I call a function that renders the portal animation, I call it from a RenderGameOverlayEvent (which should be the correct event) and the timeInPortal value also is computed correctly (I checked to make sure, it changes as intended and is calculated the same way the vanilla portal calculates it). As far as I understand the code this value controls the alpha value of the texture, however it is always rendered with no transparency at all, even if I substitute timeInPortal with 0 and I'm not sure why. I'm assuming either the blend mode is wrong (which is unlikely, as I copied the code from the vanilla class) or I load my texture wrong/without alpha for some reason. Any pointers? (Yes, the block is set up to have translucency and as a block in the world it renders correctly, but not as an overlay texture for some reason) Edit: Just tested with the vanilla portal texture, it also is rendered with no transparency The render code (apart from grabbing a Minecraft Instance named mc this is exactly how vanilla does it aswell): public static void renderPortalAnim(float timeInPortal, int scaledWidth, int scaledHeight) { if (timeInPortal < 1.0F) { timeInPortal = timeInPortal * timeInPortal; timeInPortal = timeInPortal * timeInPortal; timeInPortal = timeInPortal * 0.8F + 0.2F; } Minecraft mc = Minecraft.getInstance(); RenderSystem.disableAlphaTest(); RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.defaultBlendFunc(); RenderSystem.color4f(1.0F, 1.0F, 1.0F, timeInPortal); mc.getTextureManager().bindTexture(AtlasTexture.LOCATION_BLOCKS_TEXTURE); TextureAtlasSprite textureatlassprite = mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(BlockInit.custom_portal.getDefaultState()); float f = textureatlassprite.getMinU(); float f1 = textureatlassprite.getMinV(); float f2 = textureatlassprite.getMaxU(); float f3 = textureatlassprite.getMaxV(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder.func_225582_a_(0.0D, (double)scaledHeight, -90.0D).func_225583_a_(f, f3).endVertex(); bufferbuilder.func_225582_a_((double)scaledWidth, (double)scaledHeight, -90.0D).func_225583_a_(f2, f3).endVertex(); bufferbuilder.func_225582_a_((double)scaledWidth, 0.0D, -90.0D).func_225583_a_(f2, f1).endVertex(); bufferbuilder.func_225582_a_(0.0D, 0.0D, -90.0D).func_225583_a_(f, f1).endVertex(); tessellator.draw(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); RenderSystem.enableAlphaTest(); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); } Edited May 25, 20205 yr by Slashking
May 25, 20205 yr Author Alright I figured it out, for people having a similiar problem in the future: If you do stuff in the RenderGameOverlayEvent, make sure to only do it "once", aka check for the event's type and only run your render code for one event type, not all of them, otherwise transparency will not work as you render the same thing over and over again, multiple times in a single frame!
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