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Eisenpaulchen

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Everything posted by Eisenpaulchen

  1. Ok that worked I now exclude both the glass box and the cube inside from the depth buffer and it looks well enough. Thanks again for the key-word. Did not had a clue what to look for.
  2. By the way the problem with the rest of the cubes block was, that i set its render layer to (due to the glass part in it) to translucent. Ill just have to render the glass box in the renderer too
  3. Okay thx for the key-word. I red something about the matter and what i can get from it, is that my current code does render both water and cube because i do not let the cube write to the depth buffer and thus the water is not occluded (And translucent and opaque triangles seem to be handled differently since the opaque blocks are never occluded by the cube). But still I do not sort the alpha triangles correctly so that in the current state water is rendered over the cube but does blend in a bit with the cubes color. Is that somewhere near the truth?
  4. In case the full repo is usefull: https://github.com/Orothuin/Forge-Forum-Version
  5. Here would be my renderer. By disableing the depthTest or depthMask I can achieve what I initialy wanted but it still seems a bit off (And i am not sure its the right way) and the rest of the block (the cube is just a part of one) is always rendered before the cube so that if looked at through the tinted face of the cube the rest does not seems to be affected. https://pastebin.com/gXS6m7iP
  6. I am trying to render a cube that varys its tranperency (starts by alpha=0 to alpha =1) that is working but if i look through the cube i cant see things that use transperency themself. Like water, glass blocks or so. While blocks like Ice or tinted glass do not have this issue. Is there an OpenGl option that fixes that? Or if not another solution?
  7. Is the forum a bit buggy? I always write my msgs twice or so
  8. I will take this as an motivation to look deeper into the eclipse debugger and its functionalities. Still thank you helping me even though I am apparently stupid . (I just did not knew I could achieve more detailed Informations since in the past the IDE printed the stacktrace without extra work)
  9. I knew the breakpoints but not the other stuff thx for the information
  10. Thanks for the information. But what debugger do you mean? (I only knew the debug tool from my IDE which did not post that information I think) and thx for the advise.
  11. Hope this works. I never used GitHub before 😅 https://github.com/Orothuin/Magiccards
  12. The first thing was there from the beginning before I wrote something, and how shall I provide all of my code ?
  13. I am writing a mod and wanted to test it on a server, but it prevents other players from joining. I can not really get something out of the exception since it is just a nullpointer with no clue where it is thrown. What I did to test it was to start a Lan-World in eclipse and tried to join from a real client that had the same version of the mod. I deleted the file scans in the debugServer.log to make the file smal enough. If someone has an Idea of what I did wrong pls help me out. debugClient.log latestServer.log latestClient.log debugServer.log
  14. I have not worked with GitHub yet so I would feel a bit uncomfortable trying to use it here. So if you do not mind I would make a suggestion post and learn to use Git for the future.
  15. Oh Id did not thought about checkin this out. Thanks for the Idea. By the way is that (the (missing ?) getCraftingResult call) something the forgeteam would add or change in the code in newer versions (assuming it has not already) and should this be put in the improvement forum? Cause I do not see a reason for the furnace not to allow the use of this mightyer method and thus saving modders this "ugly hack"
  16. Oh sry of course. But there is still the problem that in getRecipeOutput I have no parameter or Information to check which of the Inventorys I saved is the right one. I first thought that I could just row them up in a list and then always take the first one since it startet the process as the first. But of course different cooking durations make this impossible. I would need to accsess the TEs and their left cooktime.
  17. The only thing I could come up with is iterating over all tile entitys via the world parameter when mathching is called, which is almost every tick for every Furnace TE I think And search for a fitting Inventory but I thought this would drag down the fps
  18. Now I ran into an unexpected problem, the furnace does not call getCraftingResult which would provide the information about the ingredients nbt instead it uses getRecipeOutput to determine the result and thus I am unable to do as I intended. I even cant use matches and take the information about the ingreedient from there because I have not enough Informations to map the ingriedient infs to the specific furnace in the world. And I failed to find a proper event. Do you have an Idea to work around this?
  19. Wow I just managed to do it thank you very much for both showing me the Proxy thing and getting this whole recipe to work learned some nice things. Have to admit I got it working :)
  20. Excuse me asking but do you have an example or some extra information on using Proxy without having an Implementing Object available, since in all examples I found they passed this object to the InvocationHandler to use invoke() on the passed method. It is a new thing for me and the tutorials in the net are basicaly repeating the standard case of the Javadoc. Just asking if you had a good example if not Ill just keep searching.
  21. I try to create a smeltingrecipe that is capable of creating diffrent results based on the nbt of the input (Enchantments shall persist from ingriedient to result). Therefore I want to create a custom-smelting recipe and use the CookingRecipeSerializer since it provides what I need. But as far as I can see it is not possible to do so, since the functional Interface that is needed in CookingRecipeSerializer is not public. I think it would be bad practise to just rewrite the CookingRecipeSerializer exactly as it is just to access it. Is there a way around that? Or is reflection needed or even capable of that?
  22. I have an Entity with a custom model and I want to render it with the minecraft enchantment glitter effect, just like a swod or an Item lying on the ground. I found out that net.minecraft.client.renderer.entity.ItemRender uses net.minecraft.client.renderer.ItemRenderer renderEffect() method and I practically looked what this method does and what is passed as the runnable and then tried to do the same with my customRenderer renderModel() called in doRender(). But I can not get this to work. I am especially confused about the time dependet translations in the renderEffect() since I thought these where used to translate the whole mesh not just the texture (Which I think they are for) Did someone already the same or has a clue what is special in vanillas way of rendering this effect?
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