Jump to content

[SOLVED] Tessellator Troubles


Flenix

Recommended Posts

  • Replies 83
  • Created
  • Last Reply

Top Posters In This Topic

*hydroflame looks at the code in terror*

WTF IS WRONG WITH THIS!!@!@!?!@??!?!?@%^@%?!

 

 

ok sreiously im going to do my research+tutorial on ISBRH because this is getting crazy ?!

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

ok i figured a few thing

 

for 1, for a reason i wont explain , you cannot use glTranslated, you have to surroudn your code with

tessellator.addTranslation(x, y, z);

 

and finish with

tessellator.addTranslation(-x, -y, -z);

 

now this will make place the tessellator where something like this

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

will cover the entire face of a block (the one you want to render)

 

after that you can easilly use the tessellator normally to render wtv u want

 

unless you intended to render models (like IModelCustom) then you would need another layer of setup (which i can explain if you want)

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

yeah i did the complete research on the subject after and made a tutorial on the wiki, just search for "ISimpleBlockRenderingHandler" and you'll find it :)

i cover texturing in there too

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

not sure which part you are talking about,

 

Icon c = block.getIcon(side, meta);

thsi whole line is inside your renderer

the meta you can get by using world.getMetaAtWtvSomething(x, y, z);

the side you just chose which side you want, when you render your cue you obviously render all 6 sides :P manualy

 

 

the getIcon method itself goes inside your Block class, you can use another method if you want

like create your own method getAllIcon will return an array of all texture you registered insode your Block class

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

well i don't do the "complete working example" thing, i print the code that should be enough to explain what you want to do

 

meta can be gotten using

world.getBlockMetadata(x, y, z);

and side you just manually enter what you want

 

if you want side 1 then

block.getIcon(1, meta);

side 2?

block.getIcon(2, meta);

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

well i don't do the "complete working example" thing, i print the code that should be enough to explain what you want to do

 

meta can be gotten using

world.getBlockMetadata(x, y, z);

and side you just manually enter what you want

 

if you want side 1 then

block.getIcon(1, meta);

side 2?

block.getIcon(2, meta);

 

Oh, so you were just saying side/meta as a way of saying "specify your side and meta here"? I get that now.

 

It's rendering A texture now, just not correctly. I think I just need to understand UV a bit more so I'll google around. Progress is progress though!

520e632e33d0d.jpg

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

UV:

basicly they are the default name to coordiantes in opengl

 

0, 0 represent top left (or botom left ? one is opengl the other is d3dx)

and 1, 1 represent the opposite corner

 

but since icons are all in 1 texture, you must use the getMinU getMaxU to determine what are the portion of the texture is given to this specific icon

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

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

From looking through that post a couple of times, I can't quite see where I went wrong. Everything looks like it's acting as it should, so I guess my error must be elsewhere...

 

Can anyone see anything obvious and glaring that I've missed?

 

renderer code:

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

import org.lwjgl.opengl.GL11;

import co.uk.silvania.roads.client.ClientProxy;

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.Icon;
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) {
    	int meta = world.getBlockMetadata(x, y, z);
    	Icon c = block.getIcon(0, meta);
    	
    	float u = c.getMinU();
    	float v = c.getMinV();
    	float U = c.getMaxU();
    	float V = c.getMaxV();
    	
	Tessellator tess = Tessellator.instance;
	tess.addTranslation(x, y, z);
	//Base
	tess.addVertexWithUV(0, -0.25, 1, u, v);
	tess.addVertexWithUV(0, -0.25, 0, u, V);
	tess.addVertexWithUV(1, -0.25, 0, U, V);
	tess.addVertexWithUV(1, -0.25, 1, U, v);
	//Top Slope
	tess.addVertexWithUV(0, -0.25, 1, u, v);
	tess.addVertexWithUV(1, 0.75, 1, u, V);
	tess.addVertexWithUV(1, 0.75, 0, U, V);
	tess.addVertexWithUV(0, -0.25, 0, U, v);

	tess.addVertexWithUV(1, -0.25, 0, u, v);
	tess.addVertexWithUV(1, 0.75, 0, u, V);
	tess.addVertexWithUV(1, 0.75, 1, U, V);
	tess.addVertexWithUV(1, -0.25, 1, U, v);

	tess.addVertexWithUV(1, 0.75, 0, u, v);
	tess.addVertexWithUV(1, -0.25, 0, u, V);
	tess.addVertexWithUV(0, -0.25, 0, U, V);
	tess.addVertexWithUV(1, 0.75, 0, U, v);

	tess.addVertexWithUV(1, 0.75, 1, u, v);
	tess.addVertexWithUV(0, -0.25, 1, u, V);
	tess.addVertexWithUV(1, -0.25, 1, U, V);
	tess.addVertexWithUV(1, 0.75, 1, U, v);

	tess.addTranslation(-x, -y, -z);
        return true;
    }

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

@Override
public int getRenderId() {
	return ClientProxy.RoadsRampShortRenderID;
}
}

 

 

 

And my block's class:

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

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import co.uk.silvania.roads.Roads;
import co.uk.silvania.roads.client.ClientProxy;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class RoadRamp5 extends Block {

public RoadRamp5(int i) {
	super(i, Material.rock);
	this.setCreativeTab(Roads.tabRoads);
	this.setHardness(1.0F);
}

public boolean isOpaqueCube() {
	return false;  
}

public boolean renderAsNormalBlock() {
	return false;
}

@Override
public int getRenderType() {
	return ClientProxy.RoadsRampShortRenderID;
}

    @SideOnly(Side.CLIENT)
public void registerIcons(IconRegister iconRegister) {
	blockIcon = iconRegister.registerIcon("roads:roadBlockMiscSingles0");
}
    
@SideOnly(Side.CLIENT)
public Icon getIcon(int side, int meta) {
	return blockIcon;	
}
}

 

And just to prove my texture is in the correct place:

52113bd6956d8.jpg

 

Any ideas? I'm so close to having this down now and then I can progress hugely with my mods! :P

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

It's the wrong shade, I should have mentioned that :P See how it's tinted a little green?

 

The one on the right is the best example. It's supposed to be the same as the block it's sitting on.

 

What are the effect if you have a texture that is all white instead? does it get a greenish tint too?

// curiosity thing more than anything else

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

Link to comment
Share on other sites

I actually just tried it with a road arrow texture before I went last night, and yes it doesn. The pale green here should be white (as shown in my hand):

5211cef0932f9.jpg

 

 

So, must be something in my code that makes it that little bit greener...

(Ignore the fact the hitbox doesn't line up. The block is in the correct place for what I'm doing, just haven't set the box yet)

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

It seems to me that maybe your

GL11.gl_SomethingOrOtherThatEditsRGBValuesAndAlpha(Red, Green, Blue, Alpha); // Not sure what it is as you can tell  also not sure what order they go in as params, but I am fairly certain that Alpha is last

has a little green added to it?

 

Thats all I can think of xD

 

**EDIT** (20 seconds later...)

 

Well, I am actually led to believe that you don't have that line... Maybe it is to do with overlays? Is your road block somehow a grass block and so is getting the grass overlay? Or the grass color applied to it? Thats it for my ideas... For now... As this edit has proven that my earlier statement of "Thats all I can think of xD" has been so quickly disproved... Sorry peeps! :/

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Link to comment
Share on other sites

I did some experimenting... it seems to be height related?

 

 

Here's the ramp placed on stone and grass at different heights:

521205a74ff1e.jpg

 

 

This is certainly very weird... I obviously need a line to override using the overlay, but what...

 

 

EDIT:

More experimenting, seems to be something to do with relevant block placement. I was building a little ramp so I can test other stuff while I try and get this sorted, and noticed this.

 

When the stone is there, only the one below it is green. But, when I break it, 4 out of 6 are green... The one in the background changes too.

521208931ab5e.jpg

 

5212089edaaca.jpg

 

 

I'm so confused right now.

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

    • i notice a change if i add the min and max ram in the line like this for example:    # Xmx and Xms set the maximum and minimum RAM usage, respectively. # They can take any number, followed by an M or a G. # M means Megabyte, G means Gigabyte. # For example, to set the maximum to 3GB: -Xmx3G # To set the minimum to 2.5GB: -Xms2500M # A good default for a modded server is 4GB. # Uncomment the next line to set it. -Xmx10240M -Xms8192M    i need to make more experiments but for now this apparently works.
    • Selamat datang di OLXTOTO, situs slot gacor terpanas yang sedang booming di industri perjudian online. Jika Anda mencari pengalaman bermain yang luar biasa, maka OLXTOTO adalah tempat yang tepat untuk Anda. Dapatkan sensasi tidak biasa dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering. Di sini, Anda akan merasakan keseruan yang luar biasa dalam bermain judi slot. DAFTAR OLXTOTO DISINI LOGIN OLXTOTO DISINI AKUN PRO OLXTOTO DISINI   Slot Gacor untuk Sensasi Bermain Maksimal Olahraga cepat dan seru dengan slot gacor di OLXTOTO. Rasakan sensasi bermain maksimal dengan mesin slot yang memberikan kemenangan beruntun. Temukan keberuntungan Anda di antara berbagai pilihan slot gacor yang tersedia dan rasakan kegembiraan bermain judi slot yang tak terlupakan. Situs Slot Terpercaya dengan Pilihan Terlengkap OLXTOTO adalah situs slot terpercaya yang menawarkan pilihan terlengkap dalam perjudian online. Nikmati berbagai genre dan tema slot online yang menarik, dari slot klasik hingga slot video yang inovatif. Dipercaya oleh jutaan pemain, OLXTOTO memberikan pengalaman bermain yang aman dan terjamin.   Jackpot Slot Maxwin Sering Untuk Peluang Besar Di OLXTOTO, kami tidak hanya memberikan hadiah slot biasa, tapi juga memberikan kesempatan kepada pemain untuk memenangkan jackpot slot maxwin yang sering. Dengan demikian, Anda dapat meraih keberuntungan besar dan memenangkan ribuan rupiah sebagai hadiah jackpot slot maxwin kami. Jackpot slot maxwin merupakan peluang besar bagi para pemain judi slot untuk meraih keuntungan yang lebih besar. Dalam permainan kami, Anda tidak harus terpaku pada kemenangan biasa saja. Kami hadir dengan jackpot slot maxwin yang sering, sehingga Anda memiliki peluang yang lebih besar untuk meraih kemenangan besar dengan hadiah yang menggiurkan. Dalam permainan judi slot, pengalaman bermain bukan hanya tentang keseruan dan hiburan semata. Kami memahami bahwa para pemain juga menginginkan kesempatan untuk meraih keberuntungan besar. Oleh karena itu, OLXTOTO hadir dengan jackpot slot maxwin yang sering untuk memberikan peluang besar kepada para pemain kami. Peluang Besar Menang Jackpot Slot Maxwin Peluang menang jackpot slot maxwin di OLXTOTO sangatlah besar. Anda tidak perlu khawatir tentang batasan atau pembatasan dalam meraih jackpot tersebut. Kami ingin memberikan kesempatan kepada semua pemain kami untuk merasakan sensasi menang dalam jumlah yang luar biasa. Jackpot slot maxwin kami dibuka untuk semua pemain judi slot di OLXTOTO. Anda memiliki peluang yang sama dengan pemain lainnya untuk memenangkan hadiah jackpot yang besar. Kami percaya bahwa semua orang memiliki kesempatan untuk meraih keberuntungan besar, dan itulah mengapa kami menyediakan jackpot slot maxwin yang sering untuk memenuhi harapan dan keinginan Anda.  
    • LOGIN DAN DAFTAR DISINI SEKARANG !!!! Blacktogel adalah situs judi slot online yang menjadi pilihan banyak penggemar judi slot gacor di Indonesia. Dengan platform yang sangat user-friendly dan berbagai macam permainan slot yang tersedia, Blacktogel menjadi tempat yang tepat untuk penggemar judi slot online. Dalam artikel ini, kami akan membahas tentang Blacktogel dan keunggulan situs slot gacor online yang disediakan.  
    • Situs bandar slot online Gacor dengan bonus terbesar saat ini sedang menjadi sorotan para pemain judi online. Dengan persaingan yang semakin ketat dalam industri perjudian online, pemain mencari situs yang tidak hanya menawarkan permainan slot yang gacor (sering memberikan kemenangan), tetapi juga bonus terbesar yang bisa meningkatkan peluang menang. Daftar disini : https://gesit.io/googlegopek
    • Situs bandar slot online Gacor dengan bonus terbesar saat ini sedang menjadi sorotan para pemain judi online. Dengan persaingan yang semakin ketat dalam industri perjudian online, pemain mencari situs yang tidak hanya menawarkan permainan slot yang gacor (sering memberikan kemenangan), tetapi juga bonus terbesar yang bisa meningkatkan peluang menang. Daftar disini : https://gesit.io/googlegopek
  • Topics

×
×
  • Create New...

Important Information

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