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Posted

Hi everybody,

 

i've completed the "Custom 2D Inventory Renderer" Tutorial on this site and changed the code for my approach which means i draw a coloured rectangle on a icon. This works fine... in the inventory. So I tried to add this:

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
return type == ItemRenderType.INVENTORY || type == ItemRenderType.ENTITY || type == ItemRenderType.EQUIPPED;
}

But this doesn't work, on the ground it doesn't render and equipped it draws it in front of the player's nose. Can you give me a hint to solve this problem?

 

Thank you,

Turakar

 

btw here's my complete IItemRenderer:

 

package mods.CrazyChem.src.turakar.sided.client.render;

 

import net.minecraft.client.renderer.Tessellator;

import net.minecraft.client.renderer.entity.RenderItem;

import net.minecraft.item.ItemStack;

import net.minecraft.nbt.NBTTagCompound;

import net.minecraft.util.Icon;

import net.minecraftforge.client.IItemRenderer;

 

import org.lwjgl.opengl.GL11;

 

public class ItemTestTubeColorRenderer implements IItemRenderer {

 

private static final RenderItem renderItem = new RenderItem();

 

@Override

public boolean handleRenderType(ItemStack item, ItemRenderType type) {

return type == ItemRenderType.INVENTORY;

}

 

@Override

public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,

ItemRendererHelper helper) {

return false;

}

 

@Override

public void renderItem(ItemRenderType type, ItemStack is, Object... data) {

NBTTagCompound iData = is.getTagCompound();

Icon icon = is.getIconIndex();

renderItem.renderIcon(0, 0, icon, 16, 16);

 

GL11.glDisable(GL11.GL_TEXTURE_2D);

GL11.glEnable(GL11.GL_BLEND);

GL11.glDepthMask(false);

GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

 

int r = 0, g = 0, b = 0, a = 0;

 

if (iData != null) {

r = iData.getInteger("red");

g = iData.getInteger("green");

b = iData.getInteger("blue");

a = iData.getInteger("alpha");

}

 

r = r == 0 ? 0 : r;

g = g == 0 ? 0 : g;

b = b == 0 ? 0 : b;

a = a == 0 ? 255 : a;

 

Tessellator tessellator = Tessellator.instance;

tessellator.startDrawingQuads();

tessellator.setColorRGBA(r, g, b, a);

tessellator.addVertex(7, 6, 0);

tessellator.addVertex(7, 13, 0);

tessellator.addVertex(9, 13, 0);

tessellator.addVertex(9, 6, 0);

tessellator.draw();

 

GL11.glDepthMask(true);

GL11.glDisable(GL11.GL_BLEND);

GL11.glEnable(GL11.GL_TEXTURE_2D);

}

 

}

 

 

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