Jump to content

[SOLVED] Tessellator Troubles


Flenix

Recommended Posts

@pelep, well that or start with a call to draw(), change texture to the one you need, startDrawing(), bunch of addVertexWithUV, draw(), rechange back to vanilla texture, startDrawingQuads() to resetup for vanilla drawing.

 

yeah, but draw() returns an int which is used by MC afterward. according to the comments, it gets sent to the gpu. and i honestly don't know enough about how to handle gpu/hardware related stuff, so i decided not to mess with it and opted to use icons instead :)

yeah but if you follow the call hierarchy you realise that this int isn't used anywhere (for some reason)

so my method describe above wont affect anythign in that sens

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

  • Replies 83
  • Created
  • Last Reply

Top Posters In This Topic

@pelep, well that or start with a call to draw(), change texture to the one you need, startDrawing(), bunch of addVertexWithUV, draw(), rechange back to vanilla texture, startDrawingQuads() to resetup for vanilla drawing.

 

yeah, but draw() returns an int which is used by MC afterward. according to the comments, it gets sent to the gpu. and i honestly don't know enough about how to handle gpu/hardware related stuff, so i decided not to mess with it and opted to use icons instead :)

yeah but if you follow the call hierarchy you realise that this int isn't used anywhere (for some reason)

so my method describe above wont affect anythign in that sens

 

i did, and it gets added to bytesDrawn in WorldRenderer. but actually, yeah, i just noticed that bytesDrawn doesn't seem to be used anywhere. so i guess that way is fine too. but i'm still sticking to icons just in case :P

Link to comment
Share on other sites

would there be such a case? lol. if you mean for stuff that need textures larger than 16x16, icons don't seem to be restricted to 16x16 sizes. and using icons is basically the same as what you suggested, except that you don't need to change the texture. but if there are cases where the icons won't work for the ISBRH, then... i dunno. luckily for me, i don't have to think about that since icons work for what i'm doing hahahahha

Link to comment
Share on other sites

hmm, but i could imagine some case where you wouldnt be able to use Icons.. they're very specific but i can see some

 

i usually use TESR anyway becasue MOST of my custom blocks have animations anyway xD

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

been experimenting with different things, to check what is and isn't working. It's literally only the tessellator I can't get to work.

 

This works, and makes two little floating blocks:

http://pastebin.com/KnqHySpp

520b7db7b5dfa.jpg

 

This does not work:

http://pastebin.com/uVxj6fpK

 

 

Tiny blocks aren't enough! I need to be able to use individual quads, because I want non-square shapes. (where some sides are longer than others)

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

heu .. ok well pastebin is blocked by my network

 

 

but little tip n trick, when it says "quads" it mean any combinaison of 4 vertices

so

tess.addVertexWithUV(0, 0, 0, 0, 0)

tess.addVertexWithUV(0, 0, 1, 0, 0)

tess.addVertexWithUV(0, 1, 0, 0, 0)

tess.addVertexWithUV(1, 0, 0, 0, 0)

 

this is valid and tottally not a quad (i actually have no idea wtf it is though)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Here's whats on the pastebins:

[spoiler=Working two little blocks]

package co.uk.silvania.roads.block.tess.renderers;

import org.lwjgl.opengl.GL11;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ShortRampRenderer implements ISimpleBlockRenderingHandler {

        @Override
        public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {
               
        }

    @Override
    @SideOnly(Side.CLIENT)
    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
        renderer.setRenderBounds(0.6, 0.4, 0.6, 0.8, 0.6, 0.;
        renderer.renderStandardBlock(block, x, y, z);
       
        renderer.setRenderBounds(0.2, 0.4, 0.2, 0.4, 0.6, 0.4);
        renderer.renderStandardBlock(block, x, y, z);
        return true;
    }

        @Override
        public boolean shouldRender3DInInventory() {
                return false;
        }

        @Override
        public int getRenderId() {
                return 0;
        }
}

 

 

 

[spoiler=Not working tessellator]

ackage co.uk.silvania.roads.block.tess.renderers;

import org.lwjgl.opengl.GL11;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ShortRampRenderer implements ISimpleBlockRenderingHandler {

        @Override
        public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {
               
        }

    @Override
    @SideOnly(Side.CLIENT)
    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
                Tessellator tess = Tessellator.instance;
                GL11.glPushMatrix();
                GL11.glTranslated(0, 1, 1);
                tess.addVertexWithUV(0, 1, 1, 0, 0);
                tess.addVertexWithUV(1, 1, 1, 0, 1);
                tess.addVertexWithUV(1, 1, 0, 1, 1);
                tess.addVertexWithUV(0, 1, 0, 1, 0);
               
                tess.addVertexWithUV(0, 0, 1, 0, 0);
                tess.addVertexWithUV(0, 1, 1, 0, 1);
                tess.addVertexWithUV(0, 1, 0, 1, 1);
                tess.addVertexWithUV(0, 0, 0, 1, 0);
                GL11.glPopMatrix();
        return true;
    }

        @Override
        public boolean shouldRender3DInInventory() {
                return false;
        }

        @Override
        public int getRenderId() {
                return 0;
        }
}

 

 

 

Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut O.o

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

that code you posted makes me think you didn't take a look at the torch code.. anyway, here's an example. just two random faces. hopefully, you'll be able to figure out how to use icons from that as well

 

    @Override
    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int rId, RenderBlocks rb)
    {
        Tessellator t = Tessellator.instance;
        Icon icon = Block.pumpkin.getIcon(3, 0);

        double minU = icon.getMinU();
        double maxU = icon.getMaxU();
        double minV = icon.getMinV();
        double maxV = icon.getMaxV();
        double p = 0.0625D;

        //first side
        
        t.setColorOpaque_F(1F, 1F, 1F);
        t.setBrightness(150);
        t.addVertexWithUV(x + (p * 14D), y + 1D, z + 1D, minU, minV);
        t.addVertexWithUV(x + (p * 14D), y + 0D, z + 1D, minU, maxV);
        t.addVertexWithUV(x + (p * 14D), y + 0D, z + 0D, maxU, maxV);
        t.addVertexWithUV(x + (p * 14D), y + 1D, z + 0D, maxU, minV);

        //second side. just messing around a bit here
        
        double u8 = icon.getInterpolatedU(8D);
        
        t.setBrightness(block.getMixedBrightnessForBlock(world, x - 1, y, z));
        t.addVertexWithUV(x - (p * 0D), y + 2D, z + 0D, minU, minV);
        t.addVertexWithUV(x - (p * 0D), y + 0D, z + 0D, minU, maxV);
        t.addVertexWithUV(x - (p * 8D), y + 0D, z + 1D, u8, maxV);
        t.addVertexWithUV(x - (p * 8D), y + 2D, z + 1D, u8, minV);
        
        return true;
    }

Link to comment
Share on other sites

well actually flenix its normal that your code doesnt work

 

@Override

    @SideOnly(Side.CLIENT)

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

                Tessellator tess = Tessellator.instance;

                GL11.glPushMatrix();

                GL11.glTranslated(0, 1, 1);

                tess.addVertexWithUV(0, 1, 1, 0, 0);

                tess.addVertexWithUV(1, 1, 1, 0, 1);

                tess.addVertexWithUV(1, 1, 0, 1, 1);

                tess.addVertexWithUV(0, 1, 0, 1, 0);

             

                tess.addVertexWithUV(0, 0, 1, 0, 0);

                tess.addVertexWithUV(0, 1, 1, 0, 1);

                tess.addVertexWithUV(0, 1, 0, 1, 1);

                tess.addVertexWithUV(0, 0, 0, 1, 0);

                GL11.glPopMatrix();

        return true;

    }

 

the bold line says "move from whatever i was to +0, 1, 1 

it should be

GL11.glTranslated(x, y, z);//the coordinates given by the function :)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut O.o

 

the vertices have to end up aligned. you should be able to make a plane out of the 4 vertices you provided. if they aren't aligned, imagine a plan with one corner pulled away from the rest. something like that happens. what you posted would render something, but definitely not a quad. don't know what it would be either though

Link to comment
Share on other sites

well actually flenix its normal that your code doesnt work

 

@Override

    @SideOnly(Side.CLIENT)

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

                Tessellator tess = Tessellator.instance;

                GL11.glPushMatrix();

                GL11.glTranslated(0, 1, 1);

                tess.addVertexWithUV(0, 1, 1, 0, 0);

                tess.addVertexWithUV(1, 1, 1, 0, 1);

                tess.addVertexWithUV(1, 1, 0, 1, 1);

                tess.addVertexWithUV(0, 1, 0, 1, 0);

             

                tess.addVertexWithUV(0, 0, 1, 0, 0);

                tess.addVertexWithUV(0, 1, 1, 0, 1);

                tess.addVertexWithUV(0, 1, 0, 1, 1);

                tess.addVertexWithUV(0, 0, 0, 1, 0);

                GL11.glPopMatrix();

        return true;

    }

 

the bold line says "move from whatever i was to +0, 1, 1 

it should be

GL11.glTranslated(x, y, z);//the coordinates given by the function :)

 

actually, for some reason, that doesn't work with the ISBRH :/

Link to comment
Share on other sites

Your post didn't make sense though. You said a quad is a combination of 4 vertices, then wrote 4 verticies, and said it's not a quad. Wut O.o

 

the vertices have to end up aligned. you should be able to make a plane out of the 4 vertices you provided. if they aren't aligned, imagine a plan with one corner pulled away from the rest. something like that happens. what you posted would render something, but definitely not a quad. don't know what it would be either though

 

just wanted to add the wording on Quads from:

http://www.opengl.org/wiki/Primitive#Quads

A quad is a 4 vertex quadrilateral primitive. The four vertices are expected to be coplanar; failure to do so can lead to undefined results.

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

are you kidding me ???

 

ok i reaaaally gotta learn exactly whats wrong with ISBRH because it seems like its following absolutelly NO convention in minecraft

 

Hey man!

You should have known this ;)

 

Didn't we talk about how GUI's images are displayed just a few days ago ;)

You know there are no convention with minecraft code  xP

 

 

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

A quad is a 4 vertex quadrilateral primitive. The four vertices are expected to be coplanar; failure to do so can lead to undefined results.

 

coplanar! that's the word i was looking for. can't believe i already said the word "plane" and didn't think of it *facepalm* lol.

 

@hydroflame i kid you not. if you look at RenderBlocks the only calls to glTranslatef you'll find is in renderBlockAsItem()

Link to comment
Share on other sites

*flips tables*!

 

Didn't we talk about how GUI's images are displayed just a few days ago ;)

You know there are no convention with minecraft code  xP

 

yes but gui, TESR and every Class<? extends Render> all have the same base

push

translate

render

pop

 

while ISBRH is like :

 

NOPE I DO WHAT I WANT *curse word also used for female dogs*!!!!

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Yup, as far as I remember. This is my current code:

 

package co.uk.silvania.roads.block.tess.renderers;

import org.lwjgl.opengl.GL11;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ShortRampRenderer implements ISimpleBlockRenderingHandler {

@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {

}

    @Override
    @SideOnly(Side.CLIENT)
    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
	Tessellator tess = Tessellator.instance;
	GL11.glPushMatrix();
	tess.addVertexWithUV(0, 1, 1, 0, 0);
	tess.addVertexWithUV(1, 1, 1, 0, 1);
	tess.addVertexWithUV(1, 1, 0, 1, 1);
	tess.addVertexWithUV(0, 1, 0, 1, 0);

	tess.addVertexWithUV(0, 0, 1, 0, 0);
	tess.addVertexWithUV(0, 1, 1, 0, 1);
	tess.addVertexWithUV(0, 1, 0, 1, 1);
	tess.addVertexWithUV(0, 0, 0, 1, 0);
	GL11.glPopMatrix();
        return true;
    }

@Override
public boolean shouldRender3DInInventory() {
	return false;
}

@Override
public int getRenderId() {
	return 0;
}
}

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

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

    • OLXTOTO - Bandar Togel Online Dan Slot Terbesar Di Indonesia OLXTOTO telah lama dikenal sebagai salah satu bandar online terkemuka di Indonesia, terutama dalam pasar togel dan slot. Dengan reputasi yang solid dan pengalaman bertahun-tahun, OLXTOTO menawarkan platform yang aman dan andal bagi para penggemar perjudian daring. DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI Beragam Permainan Togel Sebagai bandar online terbesar di Indonesia, OLXTOTO menawarkan berbagai macam permainan togel. Mulai dari togel Singapura, togel Hongkong, hingga togel Sidney, pemain memiliki banyak pilihan untuk mencoba keberuntungan mereka. Dengan sistem yang transparan dan hasil yang adil, OLXTOTO memastikan bahwa setiap taruhan diproses dengan cepat dan tanpa keadaan. Slot Online Berkualitas Selain togel, OLXTOTO juga menawarkan berbagai permainan slot online yang menarik. Dari slot klasik hingga slot video modern, pemain dapat menemukan berbagai opsi permainan yang sesuai dengan preferensi mereka. Dengan grafis yang memukau dan fitur bonus yang menggiurkan, pengalaman bermain slot di OLXTOTO tidak akan pernah membosankan. Keamanan dan Kepuasan Pelanggan Terjamin Keamanan dan kepuasan pelanggan merupakan prioritas utama di OLXTOTO. Mereka menggunakan teknologi enkripsi terbaru untuk melindungi data pribadi dan keuangan para pemain. Tim dukungan pelanggan yang ramah dan responsif siap membantu pemain dengan setiap pertanyaan atau masalah yang mereka hadapi. Promosi dan Bonus Menarik OLXTOTO sering menawarkan promosi dan bonus menarik kepada para pemainnya. Mulai dari bonus selamat datang hingga bonus deposit, pemain memiliki kesempatan untuk meningkatkan kemenangan mereka dengan memanfaatkan berbagai penawaran yang tersedia. Penutup Dengan reputasi yang solid, beragam permainan berkualitas, dan komitmen terhadap keamanan dan kepuasan pelanggan, OLXTOTO tetap menjadi salah satu pilihan utama bagi para pecinta judi online di Indonesia. Jika Anda mencari pengalaman berjudi yang menyenangkan dan terpercaya, OLXTOTO layak dipertimbangkan.
    • I have been having a problem with minecraft forge. Any version. Everytime I try to launch it it always comes back with error code 1. I have tried launching from curseforge, from the minecraft launcher. I have also tried resetting my computer to see if that would help. It works on my other computer but that one is too old to run it properly. I have tried with and without mods aswell. Fabric works, optifine works, and MultiMC works aswell but i want to use forge. If you can help with this issue please DM on discord my # is Haole_Dawg#6676
    • Add the latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have no idea how a UI mod crashed a whole world but HUGE props to you man, just saved me +2 months of progress!  
    • So i know for a fact this has been asked before but Render stuff troubles me a little and i didnt find any answer for recent version. I have a custom nausea effect. Currently i add both my nausea effect and the vanilla one for the effect. But the problem is that when I open the inventory, both are listed, while I'd only want mine to show up (both in the inv and on the GUI)   I've arrived to the GameRender (on joined/net/minecraft/client) and also found shaders on client-extra/assets/minecraft/shaders/post and client-extra/assets/minecraft/shaders/program but I'm lost. I understand that its like a regular screen, where I'd render stuff "over" the game depending on data on the server, but If someone could point to the right client and server classes that i can read to see how i can manage this or any tip would be apreciated
  • Topics

×
×
  • Create New...

Important Information

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