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[1.11.2] Best Way To Render Item Above Block


LogicTechCorp

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And you would be wrong. You can use an IModel implementation to get the Item's model and bake it into your block.

There's a few forum threads on this already.

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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Just now, Draco18s said:

And you would be wrong. You can use an IModel implementation to get the Item's model and bake it into your block.

There's a few forum threads on this already.

The Block has a TileEntity which has an inventory and allows it to store a single item. I would like for this Item to render on top of the Block like an item renders on the ground.

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17 minutes ago, Kokkie said:

The mighty Draco has spoken

Plays epic music

C.. can I be.. your disciple, oh mighty Draco

No

  • Like 2

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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I have the Item rendering but it appears dark. What am I doing wrong?

 

public class RenderSummoningAltar extends TileEntitySpecialRenderer<TileEntitySummoningAltar>
{
    @Override
    public void renderTileEntityAt(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage)
    {
        if(altar == null)
        {
            return;
        }

        ItemStack stack = altar.getInventory().getStackInSlot(0);

        if(!stack.isEmpty())
        {
            GlStateManager.pushMatrix();
            GlStateManager.translate(x + 0.5F, y + 1.225F, z + 0.5F);
            GlStateManager.disableLighting();

            GlStateManager.rotate((Minecraft.getSystemTime() / 720.0F) * (180.0F / (float)Math.PI), 0.0F, 1.0F, 0.0F);
            GlStateManager.scale(0.5F, 0.5F, 0.5F);
            GlStateManager.pushAttrib();

            RenderHelper.enableStandardItemLighting();
            Minecraft.getMinecraft().getRenderItem().renderItem(stack, ItemCameraTransforms.TransformType.FIXED);
            RenderHelper.disableStandardItemLighting();

            GlStateManager.popAttrib();
            GlStateManager.enableLighting();
            GlStateManager.popMatrix();
        }
    }
}

 

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28 minutes ago, diesieben07 said:

 

I looked through the forum and cannot find a thread that discuses how to do that. Just a couple of questions: Would using what Draco suggested allow any item to work with this. Also, will the item be able to spin like a dropped item?

Edited by LogicTechCorp
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6 hours ago, diesieben07 said:

Look at AnimationTESR.

I have made some progress. Items now render but blocks do not. How would I render blocks and scale/rotate the model?

 

Current code:

public class RenderSummoningAltar extends FastTESR<TileEntitySummoningAltar>
{
    @Override
    public void renderTileEntityFast(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer vertexRenderer)
    {
        ItemStack stack = altar.getInventory().getStackInSlot(0);

        if(!stack.isEmpty())
        {
            World world = altar.getWorld();

            IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(stack, world, null);
            List<BakedQuad> quads = model.getQuads(null, null, 0L);

            for(BakedQuad quad : quads)
            {
                vertexRenderer.addVertexData(quad.getVertexData());
                vertexRenderer.putPosition(x, y + 1, z);
            }
        }
    }
}

 

Edited by LogicTechCorp
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16 hours ago, diesieben07 said:

You never mentioned spinning

 

18 hours ago, LogicTechCorp said:

I would like to render an Item that turns on top of my Block

 

18 hours ago, LogicTechCorp said:

turns

I... I think he did. #Synonyms

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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I have blocks rendering now. There are a few issues: Blocks are rendered with color on them and the tops of blocks and items are transparent.

 

Current Code:

public class RenderSummoningAltar extends FastTESR<TileEntitySummoningAltar>
{
    @Override
    public void renderTileEntityFast(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer vertexRenderer)
    {
        ItemStack stack = altar.getInventory().getStackInSlot(0);

        if(!stack.isEmpty())
        {
            World world = altar.getWorld();
            float time = (world.getTotalWorldTime() + partialTicks) / 20;

            IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(stack, world, null);
            List<BakedQuad> quads;

            for(EnumFacing facing : EnumFacing.values())
            {
                quads = model.getQuads(null, facing, 0L);

                for(BakedQuad quad : quads)
                {
                    vertexRenderer.addVertexData(quad.getVertexData());
                    vertexRenderer.putPosition(x, y + 1.5D, z);
                }
            }

            quads = model.getQuads(null, null, 0L);

            for(BakedQuad quad : quads)
            {
                vertexRenderer.addVertexData(quad.getVertexData());
                vertexRenderer.putPosition(x, y + 1.5D, z);
            }
        }
    }
}

 

2017-02-20_18.51.32.png

2017-02-20_18.52.53.png

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