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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture


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Posted

Hello. I've now implemented a custom tool crafting system (similar to Tinker's construct) with Modifiers etc.

Now I have to generate a texture out of the materials the tool is made of.

How can I do that?

Thanks for any help.

Posted

Howdy

 

Item.setISTER lets you use a TileEntityRenderer for rendering your item.  You can take the rendering functionality from the map rendering class(es) and copy them into your own renderer.

 

Or you can add a custom model and do the same thing, i.e. copy the rendering functionality from the map rendering class(es)

(see eg mbe15 in  https://github.com/TheGreyGhost/MinecraftByExample)

 

The basic idea is:

1) generate a custom dynamic texture

2) bind the texture

3) draw one or more quads

 

-TGG

 

Posted

Howdy

 

Ah, my bad.  It's actually in Item.Properties nested class

 

Item.java:      

It's in the nested class Properties

public Item.Properties setISTER(java.util.function.Supplier<java.util.concurrent.Callable<net.minecraft.client.renderer.tileentity.ItemStackTileEntityRenderer>> ister) {
         this.ister = ister;
         return this;
      }

--> is Right at the very end of the class

 -TGG

  • Like 1
Posted

I'm now attaching my custom item renderer to the item like this:

new CommonTool(new Item.Properties().setISTER(() -> new Callable<ItemStackTileEntityRenderer>()
	{
		DynamicCommonToolRendering r = null;
		
		@Override
		public ItemStackTileEntityRenderer call() throws Exception
		{
			if(r == null)
				r = new DynamicCommonToolRendering();
			
			return r;
		}
		
	}));

But it won't run the render method which is defined in DynamicCommonToolRendering().

What have I done wrong?

Posted

Howdy

 

There could be lots of possible reasons for that.  Probably your item model doesn't have "builtin/entity" as the parent type.  (see the "Item" section of https://minecraft.gamepedia.com/Model)

 

If that doesn't work, I'd suggest trying some breakpoints in strategic locations, eg:

- inside your lambda for supplying the ItemStackTileEntityRenderer

- inside the render method of vanilla ItemStackTileEntityRenderer

- inside ItemRenderer::renderItem(ItemStack itemStackIn ....)

 

-TGG

  • Thanks 1
Posted

@TheGreyGhost Thanks. It works now. But I have a new problem:

I am doing something wrong while loading the images of the tool parts:

I'm currently using

DynamicTexture tex = new DynamicTexture(NativeImage.read(this.getClass().getResourceAsStream("assets/deepnether/textures/item/toolparts/" + stick.getImage(Part.STICK, toolType) + ".png")));

to load a texture, but the stream seems to be "null".

Posted

I now fixed the issue that I mentioned above as well, but now I have another problem: The item doesn't look like a standard minecraft item (it's just a plane with a texture), and doesn't seem to be translated the right way when you hold it in your hands.

Posted (edited)
4 minutes ago, Budschie said:

Is there any way to create an 3-dimensional model from a texture?

Yes, that's how generated item models work.

Edited by Draco18s
  • Haha 1

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.

Posted (edited)

But how can I generate an item mesh from a dynamic texture?

Is there any way to do it with vanilla code, or do I have to do it with my own code?

Edited by Budschie
  • Budschie changed the title to [1.15.2] Dynamically create Item model from dynamically generated item texture
Posted (edited)

I still have no solution, please help. I've tried to generate a model out of the texture, but I have no idea in which direction the normals should face etc.

Spoiler

 


public void build(DynamicTexture texture, IVertexBuilder builder, float size, int combinedLightIn, Matrix4f matrix)
	{
		for(int y = 0; y < texture.getTextureData().getHeight(); y++)
		{
			int fromX = -1;
			int toX = -1;
			
			for(int x = 0; x < texture.getTextureData().getWidth(); x++)
			{
				if(x == (texture.getTextureData().getWidth()-1))
				{
					if(fromX != -1)
					{
						float uAdd = 1f / texture.getTextureData().getWidth();
						float vAdd = 1f / texture.getTextureData().getHeight();
						beginAndEnd(matrix, fromX, toX, y, builder, size, uAdd * x, vAdd * y, uAdd, vAdd, combinedLightIn);
						fromX = -1;
						toX = -1;
					}
				}
				else if(NativeImage.getAlpha(texture.getTextureData().getPixelRGBA(x, y)) > 100)
				{
					if(fromX == -1)
					{
						fromX = x;
					}
					else
					{
						toX = x;
					}
				}
				else
				{
					if(fromX != -1)
					{
						float uAdd = 1f / texture.getTextureData().getWidth();
						float vAdd = 1f / texture.getTextureData().getHeight();
						beginAndEnd(matrix, fromX, toX, y, builder, size, uAdd * x, vAdd * y, uAdd, vAdd, combinedLightIn);
						fromX = -1;
						toX = -1;
					}
				}
			}
		}
	}
	
	public void beginAndEnd(Matrix4f matrix, int fromX, int toX, int y, IVertexBuilder builder, float size, float uStart, float vStart, float uAdd, float vAdd, int combinedLightIn)
	{
		float minX = fromX * size;
		float minY = 0;
		float minZ = y * size;
		
		float maxX = toX * size;
		float maxY = size;
		float maxZ = y * size + size;
		
		/*
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		*/
		
		//Left right
		Vector3f n1 = Vector3f.XN;
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		
		Vector3f n2 = Vector3f.YN;
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		
		
		//Up down
		Vector3f n3 = Vector3f.XP;
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		
		Vector3f n4 = Vector3f.XN;
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		
		//Other left right
		Vector3f n5 = Vector3f.XN;
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		
		Vector3f n6 = Vector3f.ZP;
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		
		/*
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + vAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + vAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + vAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		*/
		
		/*
		builder.pos(matrix, fromX * size, 0, y * size).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, 0, y * size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, 0, y * size + size).color(255, 255, 255, 255).tex(uStart, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, 0, y * size + size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		
		WorldRenderer.drawBoundingBox(bufferIn, minX, minY, minZ, maxX, maxY, maxZ, red, green, blue, alpha);
		
		builder.pos(matrix, fromX * size, size, y * size).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, size, y * size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, size, y * size + size).color(255, 255, 255, 255).tex(uStart, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, size, y * size + size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		
		builder.pos(matrix, fromX * size, 0, y * size).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, 0, y * size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, size, y * size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, toX * size, size, y * size).color(255, 255, 255, 255).tex(uStart + uAdd, vStart).lightmap(combinedLightIn).endVertex();
		
		builder.pos(matrix, fromX * size, 0, y * size + size).color(255, 255, 255, 255).tex(uStart, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, 0, y * size).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, size, y * size).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, fromX * size, size, y * size + size).color(255, 255, 255, 255).tex(uStart, vStart + vAdd).lightmap(combinedLightIn).endVertex();
		*/
		
	}

 

 

Edited by Budschie
Posted

Howdy

 

You have a couple of options;

if you just want to generate a flat "pizza box" model with your texture, you can use any of the methods in these example classes

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_models/AltimeterBakedModel.java

 

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe21_tileentityrenderer/RenderQuads.java

 

or BlockModel::bakeVanilla

 

If you want to generate an item model with 'holes' in it, similar to vanillla, then look at ItemModelGenerator to see how vanilla does it or ItemLayerModel forge extension for further clues.  Haven't done that myself....

 

-TGG

 

 

  • Like 1
Posted (edited)

@TheGreyGhost Thanks for responding.

 

I made this bit of code, but the face normals of the generated model are wrong, resulting in rendering issues:

Spoiler

public void build(DynamicTexture texture, IVertexBuilder builder, float size, int combinedLightIn, Matrix4f matrix)
	{
		for(int y = 0; y < texture.getTextureData().getHeight(); y++)
		{
			int fromX = -1;
			int toX = -1;
			
			for(int x = 0; x < texture.getTextureData().getWidth(); x++)
			{
				if(x == (texture.getTextureData().getWidth()-1))
				{
					if(fromX != -1)
					{
						float uAdd = 1f / texture.getTextureData().getWidth();
						float vAdd = 1f / texture.getTextureData().getHeight();
						beginAndEnd(matrix, fromX, toX, y, builder, size, uAdd * x, vAdd * y, uAdd, vAdd, combinedLightIn);
						fromX = -1;
						toX = -1;
					}
				}
				else if(NativeImage.getAlpha(texture.getTextureData().getPixelRGBA(x, y)) > 100)
				{
					if(fromX == -1)
					{
						fromX = x;
					}
					else
					{
						toX = x;
					}
				}
				else
				{
					if(fromX != -1)
					{
						float uAdd = 1f / texture.getTextureData().getWidth();
						float vAdd = 1f / texture.getTextureData().getHeight();
						beginAndEnd(matrix, fromX, toX, y, builder, size, uAdd * x, vAdd * y, uAdd, vAdd, combinedLightIn);
						fromX = -1;
						toX = -1;
					}
				}
			}
		}
	}
	
	public void beginAndEnd(Matrix4f matrix, int fromX, int toX, int y, IVertexBuilder builder, float size, float uStart, float vStart, float uAdd, float vAdd, int combinedLightIn)
	{
		float minX = fromX * size;
		float minY = 0;
		float minZ = y * size;
		
		float maxX = toX * size;
		float maxY = size;
		float maxZ = y * size + size;
		
		/*
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).lightmap(combinedLightIn).endVertex();
		*/
		
		//Left right
		Vector3f n1 = Vector3f.XN;
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n1.getX(), n1.getY(), n1.getZ()).endVertex();
		
		Vector3f n2 = Vector3f.XP;
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n2.getX(), n2.getY(), n2.getZ()).endVertex();
		
		
		//Up down
		Vector3f n3 = Vector3f.YP;
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n3.getX(), n3.getY(), n3.getZ()).endVertex();
		
		Vector3f n4 = Vector3f.YN;
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n4.getX(), n4.getY(), n4.getZ()).endVertex();
		
		//Other left right
		Vector3f n5 = Vector3f.ZN;
		builder.pos(matrix, minX, minY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, minZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, minZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n5.getX(), n5.getY(), n5.getZ()).endVertex();
		
		Vector3f n6 = Vector3f.ZP;
		builder.pos(matrix, minX, minY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, minX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart, vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, maxX, maxY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		builder.pos(matrix, maxX, minY, maxZ).color(255, 255, 255, 255).tex(uStart + uAdd * (maxX - minX), vStart).overlay(OverlayTexture.NO_OVERLAY).lightmap(combinedLightIn).normal(n6.getX(), n6.getY(), n6.getZ()).endVertex();
		
	}

 

How can I fix that?

 

 

Edited by Budschie
Posted

@TheGreyGhost The problem is, that I have no idea what is going on. From one side, you can see a line, and from the other side of the face, you can see the tool.

Everything is clipping, etc., as you can see in this thread:

 

Posted

Ah ok, now I understand what you mean.  That's nothing to do with the vertex normals information, it's because of back face culling.

Each quad has a direction - a front face and a back face.  Usually, the back face is not drawn.

 

The direction that the face is pointing is determined by the order of the vertices.

If you are looking at the front of the face, the four vertices should be in anti-clockwise order.

So if the face is pointing the wrong way, you just need to reverse the order of your vertices.

 

For example: your left-right draws in the order of

 

maxY, minZ

maxY, maxZ

minY, maxZ

minY, minZ

which is clockwise

https://3.bp.blogspot.com/-Lh9ked7q9Lg/UejFhn9OfbI/AAAAAAAAAAY/oYem6d_fSk8/s1600/MinecraftCoordinateSystem.png

 

Instead, add the vertices in the opposite order, i.e.

minY, minZ

minY, maxZ

maxY, maxZ

maxY, minZ

 

-TGG

  • Like 1
  • Budschie changed the title to [1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture

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