Jump to content

Recommended Posts

Posted

public class RenderFakeBlock implements ISimpleBlockRenderingHandler {

public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {

	renderer.renderFaceXPos(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 4));
	renderer.renderFaceXNeg(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 4));
	renderer.renderFaceYPos(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 1));
	renderer.renderFaceYNeg(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 0));
	renderer.renderFaceZPos(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 3));
	renderer.renderFaceZNeg(block, (double)x, (double)y, (double)z, block.getBlockTexture(world, x, y, z, 2));
}
}

 

This is what happens in world.  Note that both setups are exactly the same.  My block is set to get a texture from a neighboring block (the only valid one being the pumpkin in the center).

 

width=800 height=449http://s22.postimg.org/q4hd2p3cx/2013_06_20_11_22_02.png[/img]

 

Even for the one showing up not-black, it will flicker a little when you look at them directly (get fully bright, as they should be, then when you look away, they drop about 2 lighting levels).

 

I suspect this is due to a missing function call on my part, but I can't figure out what call that is.

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

I had a similar issue. My semi-transparent block would flicker when you look around, falling and rising in light level.

 

My issue could be resolved by setting the light level. The difference between your case and mine is that I was directly adding vertices to the tessellator. However, looking through the renderFace methods, it seems it does not automatically retrieve the light values for each individual block for each call. You'll have to set the light values manually.

 

Have a look at lines 7032 - 7043 of the RenderBlocks class and you'll see what I mean.

 

Several calls to Block.get(Mixed)BrightnessForBlock are used in other parts of the code to set the respective brightness properties of the class. In my case I could simply randomize the light values since it was a more complex block. It had more than 6 sides, so I got kind of lost as to how to calculate the brightness for each individual side...

Posted
Have a look at lines 7032 - 7043 of the RenderBlocks class and you'll see what I mean.

 

*Pokes with*

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

Have a look at lines 7032 - 7043 of the RenderBlocks class and you'll see what I mean.

 

*Pokes with*

 

I'm confused.  :|

 

I mean I'm poking with the stuff there.

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

Have a look at lines 7032 - 7043 of the RenderBlocks class and you'll see what I mean.

 

*Pokes with*

 

I'm confused.  :|

 

I mean I'm poking with the stuff there.

 

I got that, but why? ... Oh, wait. I thought you meant you'd be poking me with that stuff there.

Posted

I got that, but why? ... Oh, wait. I thought you meant you'd be poking me with that stuff there.

 

Ended up using renderStandardBlockWithColorMultiplier rather than renderStandardBlockWithAmbientOcclusion.

 

The AO was causing odd shadows that I didn't want, and while the lighting is imperfect with the other, it's better than weird shadows.

 

func_102027_b is slightly better, but only if I boost the lighting value by ~50%

 

(func_102027_b is "render non-standard block with AO" but MCPBot is not online for me to update that function name and description)

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.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • Same issue - I have no idea
    • I am trying to develop a modpack for me and my friends to use on our server. Does anyone know how to develop a modpack for a server or could they help take a look at my modpack to potentially help at all?
    • un server de armas realista.  
  • Topics

×
×
  • Create New...

Important Information

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