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[1.7.10] [UNSOLVED] Problems with rendering item inside an Item???


Elix_x

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Well, title explains what i'm doing, now i'll explain the rest:

To render item (or multiple), i'm using this code (in custom item renderer):

@Override
public void renderItem(ItemRenderType type, ItemStack itemstack, Object... data) {
	if(type == IItemRenderer.ItemRenderType.EQUIPPED || type == IItemRenderer.ItemRenderType.EQUIPPED_FIRST_PERSON){
		EntityLivingBase entity = (EntityLivingBase) data[1];
		if(type == IItemRenderer.ItemRenderType.EQUIPPED)
			GL11.glTranslated(1, 0, 0.5);
		if(itemstack.getItemDamage() == 0){
			for(int i = 1; i < 10; i++){
				ItemStack item = ItemCompressedTools.getToolFromMeta(itemstack, i);
				if(item != null){
					if(MinecraftForgeClient.getItemRenderer(item, type) != null)
						ForgeHooksClient.renderEquippedItem(type, MinecraftForgeClient.getItemRenderer(item, type), (RenderBlocks) data[0], entity, item);
					else
						renderer.renderItem(entity, item, 0, type);
					GL11.glTranslated(-0.1, 0, 0);
				}
			}
		} else {
			ItemStack item = ItemCompressedTools.getCurrentTool(itemstack);
			if(item != null){
				if(MinecraftForgeClient.getItemRenderer(item, type) != null)
					ForgeHooksClient.renderEquippedItem(type, MinecraftForgeClient.getItemRenderer(item, type), (RenderBlocks) data[0], entity, item);
				else
					renderer.renderItem(entity, item, 0, type);
			}
		}
	}
	if(type == IItemRenderer.ItemRenderType.ENTITY){
		EntityItem entity = (EntityItem) data[1];
		if(itemstack.getItemDamage() == 0){
			for(int i = 1; i < 10; i++){
				ItemStack item = ItemCompressedTools.getToolFromMeta(itemstack, i);
				if(item != null){
					entity.setEntityItemStack(item);
					if(!ForgeHooksClient.renderEntityItem(entity, item, 0, 0, new Random(), FMLClientHandler.instance().getClient().renderEngine, (RenderBlocks) data[0], 1))
						RenderManager.instance.renderEntitySimple(entity, 1);
					GL11.glTranslated(-0.1, 0, 0);
				}
			}
		} else {
			ItemStack item = ItemCompressedTools.getCurrentTool(itemstack);
			if(item != null){
				entity.setEntityItemStack(item);
				if(!ForgeHooksClient.renderEntityItem(entity, item, 0, 0, new Random(), FMLClientHandler.instance().getClient().renderEngine, (RenderBlocks) data[0], 1))
					RenderManager.instance.renderEntitySimple(entity, 1);
			}
		}
		entity.setEntityItemStack(itemstack);
	}
	if(type == IItemRenderer.ItemRenderType.INVENTORY){
		EntityPlayer player = Minecraft.getMinecraft().thePlayer; 
		GL11.glTranslated(0.5, 0, 0);
		if(itemstack.getItemDamage() == 0){
			for(int i = 1; i < 10; i++){
				ItemStack item = ItemCompressedTools.getToolFromMeta(itemstack, i);
				if(item != null){
					if(!ForgeHooksClient.renderInventoryItem((RenderBlocks) data[0], FMLClientHandler.instance().getClient().renderEngine, item, true, 0, 0, 0))
						renderer.renderItem(player, item, 0, type);	
					GL11.glTranslated(-0.1, 0, 0);
				}
			}
		} else {
			ItemStack item = ItemCompressedTools.getCurrentTool(itemstack);
			if(item != null){
				if(!ForgeHooksClient.renderInventoryItem((RenderBlocks) data[0], FMLClientHandler.instance().getClient().renderEngine, item, true, 0, 0, 0))
					renderer.renderItem(player, item, 0, type);	
			}
		}
	}
}

 

But here we don't need full code, we just need one part of it, the one that is responsible for rendering actual item "in item".

Here is one for equipped renderer:

if(MinecraftForgeClient.getItemRenderer(item, type) != null)
						ForgeHooksClient.renderEquippedItem(type, MinecraftForgeClient.getItemRenderer(item, type), (RenderBlocks) data[0], entity, item);
					else
						renderer.renderItem(entity, item, 0, type);

One for entity:

if(!ForgeHooksClient.renderEntityItem(entity, item, 0, 0, new Random(), FMLClientHandler.instance().getClient().renderEngine, (RenderBlocks) data[0], 1))
						RenderManager.instance.renderEntitySimple(entity, 1);

And one for inventory:

if(!ForgeHooksClient.renderInventoryItem((RenderBlocks) data[0], FMLClientHandler.instance().getClient().renderEngine, item, true, 0, 0, 0))
						renderer.renderItem(player, item, 0, type);

 

An well the problem is:

-items that have custom model are rendered few times bigger

-items with multiple render passes, are rendered with only one

-for entity renderer, item is rendered weirdly somewhere far awy from actual entity

And this applies for each renderer case!

 

Any help will be appreciated!

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Well well...

 

Digging a bit more i found what may cause items with model to be wrongly rendered: in forge render methods i found fncts responsible for rotation and resizing... Do i need to rewrite those in order to rnder item correctly???

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My guess would be "yes."

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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  • 3 weeks later...

Hey, I don't know all the answers, but Ill try my verry best.

 

Fisrt of all, in the methode "renderItem()", you should specify the coördinates relative to the player. if the item is showing up far away from the player, you should change the values in the "GL11.glTranslated()".

If you want to change the scale you can use the "GL11.glScalef()" methode.

these first to can be different for each renderType.

 

and about your second point: "items with multiple render passes, are rendered with only one",

what exactualy do you mean?

 

Hope this helps a bit, other wise let us know ;D!

GL

Projects:

Discontinued:

- N2ConfigAPI

- Meachanical Crafting Table

 

Latest:

- CollectionUtils

 

Coöperations:

- InGameConfigManager

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Hey, I don't know all the answers, but Ill try my verry best.

 

Fisrt of all, in the methode "renderItem()", you should specify the coördinates relative to the player. if the item is showing up far away from the player, you should change the values in the "GL11.glTranslated()".

If you want to change the scale you can use the "GL11.glScalef()" methode.

these first to can be different for each renderType.

 

and about your second point: "items with multiple render passes, are rendered with only one",

what exactualy do you mean?

 

Hope this helps a bit, other wise let us know ;D!

GL

1) I tried using translateD, and for some reasons this is not working... (why???)...

2) I mean that only first layer of item is rendered. Example: leather armor has 2 layers of texture, but only one is rendered

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Pls post your current relevant code

One for entity is the case of not working translateD. Just adding right before it translateD, doesn't change a lot...

Well to explain better, it doesn't raproaches it to center, just to one point far away from it...

(i'll post pics here as soon as will have them, and sorry for long awaited post)...

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