yuvalr00 Posted May 1, 2014 Share Posted May 1, 2014 i have few errors in my Renderer calss.I will be happy with a solution or connect in kype(message me your name skype) Here is the class: public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); RcTileEntity tileEntityRc = (TileEntityBlockZRail)tileEntity; renderBlockRail(tileEntityRc, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, Yuvalmod.RC); GL11.glPopMatrix(); } public void renderBlockYour(RcTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; float f = block.getBlockBrightness(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); int dir = world.getBlockMetadata(i, j, k); GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 0, 0.5F); GL11.glRotatef(dir * (-90F), 0F, 1F, 0F); GL11.glTranslatef(-0.5F, 0, -0.5F); bindTexture("yourTexturePath"); GL11.glPopMatrix(); } Quote Link to comment Share on other sites More sharing options...
sequituri Posted May 1, 2014 Share Posted May 1, 2014 i have few errors in my Renderer calss.I will be happy with a solution or connect in kype(message me your name skype) Here is the class: public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); RcTileEntity tileEntityRc = (TileEntityBlockZRail)tileEntity; renderBlockRail(tileEntityRc, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, Yuvalmod.RC); GL11.glPopMatrix(); } public void renderBlockYour(RcTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; float f = block.getBlockBrightness(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); int dir = world.getBlockMetadata(i, j, k); GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 0, 0.5F); GL11.glRotatef(dir * (-90F), 0F, 1F, 0F); GL11.glTranslatef(-0.5F, 0, -0.5F); bindTexture("yourTexturePath"); GL11.glPopMatrix(); } In your code above, the struckout text does not match up. Why cast to a class and then assign the cast to a different class? That is just plain wrong! The underlined text also does not match. What method are you calling? Include that code so we can see what the problem is. The method renderBlockYour() does not seem to be called at all. Why did you include it? Quote -S- (if I helped, please click Thank and applaud) http://6upnqa.dm2301.livefilestore.com/y2mtf-vG7Tqq1TiiVpIm53KWj7294NDPoHfSHHb4PzZiMAUfRCfK0UY0MwOu7Q3zTBNVTKqWjr2-xgBfFRpQT5p-QivtvknPpoABMNUw9br9WuZcBFkjePhnAbW500gVm-P/sequiturian.png[/img] Link to comment Share on other sites More sharing options...
MrArcane111 Posted May 1, 2014 Share Posted May 1, 2014 My suggestion is to use an ISBRH instead of a TileEntitySpeicalRenderer. The code makes a lot more sense, and it's pretty easy to use considering the code you posted. Quote Link to comment Share on other sites More sharing options...
yuvalr00 Posted May 2, 2014 Author Share Posted May 2, 2014 Ive took it from a forge tutorial.and Thanks arcane Quote Link to comment Share on other sites More sharing options...
yuvalr00 Posted May 2, 2014 Author Share Posted May 2, 2014 Well. i fixed some stuff and there is my new class but i still have 4 errors: public class RcTileEntityRenderer extends TileEntitySpecialRenderer { public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); TileEntity tileEntityRc = tileEntity; renderBlockRail(tileEntityRc, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, Yuvalmod.RC); GL11.glPopMatrix(); } public void renderBlockYour(RcTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; float f = block.getBlockBrightness(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); int dir = world.getBlockMetadata(i, j, k); GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 0, 0.5F); GL11.glRotatef(dir * (-90F), 0F, 1F, 0F); GL11.glTranslatef(-0.5F, 0, -0.5F); bindTexture("yourTexturePath"); GL11.glPopMatrix(); } public RcTileEntityRenderer() { model = new Rcmodel(); } public static final ResourceLocation texture = new ResourceLocation("Yuvalmod", "textures/models/mytexture"); } Quote Link to comment Share on other sites More sharing options...
MrArcane111 Posted May 2, 2014 Share Posted May 2, 2014 Hm, I didn't see that you had a model for the block. Unless you can figure out how to create the model with Tessellator, you will probably have to stick with TESRs. Quote Link to comment Share on other sites More sharing options...
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