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[1.8][OpenGL] Entity rendered too bright


Bedrock_Miner

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Hello everyone,

I've got a probably very dumb question.

I've created an entity that is supposed to be rendered without lighting and stuff, so that it can be seen in the dark.

However, I discovered that if two entities are onscreen, the one that is rendered later is way too bright.

I probably messed up with opengl at some point, but I cannot figure out where.

This is the entity how it should look like:

 

8FI0jg2.png

 

And this is the entity how it looks when another one is rendered before:

 

(It's the entity on the ground, not the one levitating on the right.)isMBw1Q.png

 

 

Here is my rendering code:

 

@Override
public void doRender(Entity entity, double x, double y, double z, float rotation, float partialTicks) {
	super.doRender(entity, x, y, z, rotation, partialTicks);

	EntityShootingStar star = (EntityShootingStar) entity;

	ObjectRenderer.pushMatrix(); //Wrapper for GLStateManager.doAnything
	ObjectRenderer.pushAttrib();

	ObjectRenderer.translate(x, y + 0.25, z);
	ObjectRenderer.enableLighting(false); //Calls GlStateManager.disableLighting();, GlStateManager.disableLight(0);, GlStateManager.disableLight(1);
	ObjectRenderer.enableBlend(true);
	ObjectRenderer.defaultBlendFunc(); //Calls GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	ObjectRenderer.setColor(Color.WHITE);

	if (star.isSmall())
		ObjectRenderer.scale(0.5, 0.5, 0.5);

	if (star.getType() != Type.NO_CORE) {
		ObjectRenderer.pushMatrix();
		ObjectRenderer.rotate(star.rotationYaw, 0, 1, 0);
		ObjectRenderer.rotate(star.rotationPitch, 1, 0, 0);
		ObjectRenderer.rotate((star.getTicksAtAll() - star.getTicksOnGround()) * 10, 1, 0, 0);

		Image img = star.getType() == Type.MORIATUM ? this.dark : this.light;
		TexPos tex = img.getTexPos();

		// Render Shape
		ObjectRenderer.bindTexture(null);
		img.bind();
		if (!star.isSmall()) {
			ObjectRenderer.startDrawingQuads();
			ObjectRenderer.stretchTextures = true;
			ObjectRenderer.renderAABox(new Vector3d(-CORE_SIZE, -CORE_SIZE, -CORE_SIZE), new Vector3d(CORE_SIZE, CORE_SIZE, CORE_SIZE), tex.interpolate(0.5, 0, 1, 0.5));
			ObjectRenderer.stretchTextures = false;
			ObjectRenderer.draw();
		}
		ObjectRenderer.startDrawing(GL11.GL_TRIANGLES);
		for (EnumFacing dir : EnumFacing.values()) {
			Vector3d core = new Vector3d(dir.getDirectionVec().getX() * CORE_SIZE, -dir.getDirectionVec().getY() * CORE_SIZE, dir.getDirectionVec().getZ() * CORE_SIZE);
			Vector3d spike = new Vector3d(dir.getDirectionVec().getX() * SPIKE_SIZE, -dir.getDirectionVec().getY() * SPIKE_SIZE, dir.getDirectionVec().getZ() * SPIKE_SIZE);
			double inverted = dir.getAxisDirection() == AxisDirection.POSITIVE ? 1 : -1;
			for (EnumFacing side : EnumFacing.HORIZONTALS) {
				Vector2d offset = new Vector2d(side.getDirectionVec().getX() * CORE_SIZE, side.getDirectionVec().getZ() * CORE_SIZE);
				Vector2d sided = new Vector2d(inverted * side.getDirectionVec().getZ() * CORE_SIZE, -inverted * side.getDirectionVec().getX() * CORE_SIZE);

				Vector3d core1 = new Vector3d(core);
				Vector3d core2 = new Vector3d(core);
				Vector2d off = new Vector2d();
				off.add(offset);
				off.add(sided);
				this.offset(core1, off);
				off = new Vector2d();
				off.add(offset);
				off.sub(sided);
				this.offset(core2, off);
				ObjectRenderer.addVertexWithUV(core1.x, core1.y, core1.z, tex.getMinU(), tex.getMaxV());
				ObjectRenderer.addVertexWithUV(core2.x, core2.y, core2.z, tex.getInterpolatedU(0.5), tex.getMaxV());
				ObjectRenderer.addVertexWithUV(spike.x, spike.y, spike.z, tex.getInterpolatedU(0.25), tex.getMinV());
			}
		}
		ObjectRenderer.draw();
		ObjectRenderer.popMatrix();
	}

	ObjectRenderer.disableTexture();
	GL11.glShadeModel(GL11.GL_SMOOTH);
	ObjectRenderer.startDrawing(GL11.GL_TRIANGLES);

	double size = Math.min(star.getTicksOnGround(), star.getTicksAtAll()) / 600.0;
	if (size > 1)
		size = 1;

	this.rotateBeam(star, new Vector3d(size * 5, 0, 0), 1.0);
	this.rotateBeam(star, new Vector3d(0, size * 5, 0), 1.25);
	this.rotateBeam(star, new Vector3d(0, 0, size * 5), 0.75);
	this.rotateBeam(star, new Vector3d(-size * 3, 0, 0), 1.25);
	this.rotateBeam(star, new Vector3d(0, -size * 3, 0), 0.75);
	this.rotateBeam(star, new Vector3d(0, 0, -size * 3), 1.0);
	this.rotateBeam(star, new Vector3d(-size * 5, size * 3, 0), 1.25);
	this.rotateBeam(star, new Vector3d(0, -size * 5, size * 3), 0.75);
	this.rotateBeam(star, new Vector3d(size * 3, 0, -size * 5), 1.0);

	ObjectRenderer.draw();
	GL11.glShadeModel(GL11.GL_FLAT);
	ObjectRenderer.enableTexture();
	ObjectRenderer.enableBlend(false);
	ObjectRenderer.enableLighting(true);
	ObjectRenderer.popAttrib();
	ObjectRenderer.popMatrix();
}

private void rotateBeam(EntityShootingStar star, Vector3d base, double seed) {
	Matrix3d m = new Matrix3d(1, 0, 0, 0, 1, 0, 0, 0, 1);
	Matrix3d m1 = new Matrix3d(1, 0, 0, 0, 1, 0, 0, 0, 1);
	m.rotX(0.05 * seed * star.ticksExisted % (Math.PI * 2));
	m1.rotY(0.025 * seed * star.ticksExisted % (Math.PI * 2));
	m.mul(m1);
	m.transform(base);
	this.renderBeam(star, base);
}

private void renderBeam(EntityShootingStar star, Vector3d direction) {
	ObjectRenderer.setColorToWorldrenderer(star.getColor());
	ObjectRenderer.addVertex(0, 0, 0);
	Color c = star.getColor().clone();
	c.a = 0;
	ObjectRenderer.setColorToWorldrenderer(c);
	EntityPlayer player = ClientUtils.mc().thePlayer;
	Vector3d look = new Vector3d(star.posX - player.posX, star.posY - player.posY - player.getEyeHeight(), star.posZ - player.posZ);
	Vector3d cross = new Vector3d();
	cross.cross(direction, look);
	cross.normalize();
	cross.scale(0.5);
	Vector3d A = new Vector3d(direction);
	Vector3d B = new Vector3d(direction);
	B.add(cross);
	A.sub(cross);

	ObjectRenderer.addVertex(A);
	ObjectRenderer.addVertex(B);
}

private void offset(Vector3d vec, Vector2d offset) {
	boolean pos = false;
	if (vec.getX() == 0) {
		vec.setX(offset.getX());
		pos = true;
	}
	if (vec.getY() == 0) {
		if (pos)
			vec.setY(offset.getY());
		else
			vec.setY(offset.getX());
	}
	if (vec.getZ() == 0) {
		vec.setZ(offset.getY());
	}
}

 

(hope you understand it)

 

Thanks in advance for your efford.

 

EDIT: It has probably something to do with the blend function, because in front of the black background of the sky, it is rendered normal.

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Please try changing blend function into

GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE)

&

GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ZERO)

and take screenshots of them, for debug purpose.

(Because it might be problem of blending)

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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It looks like 2 entities spawned at same location so it looks brighter.

They are not 2 entities, see the new screenshots I made:

 

First, as it was before. I just rotated the head a bit until the other entity comes into sight, I changed nothing else:

 

Alone:

HkcPyFh.png

With Other:

C3kolBG.png

 

Second with ONE:

 

Alone:

dRdatBk.png

With Other:

lE1MzWk.png

 

Third with ZERO:

 

Alone:

QIHYFuc.png

With Other:

QoVsVFQ.png

 

 

I hope this helps you...

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Strange. It seems like blending function does not applied when 2 entities are drawn.

I think it is reset to the GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE) then, but idk why.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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  • 3 weeks later...

It's getting even weirder...

 

I ran a GL State checker over it and the differences between the two rendering modes are those:

[20:03:53] [Client thread/INFO] [minersbasic]: GL_VERTEX_ARRAY_STRIDE: 28 -> 16 (Stride between vertices)
[20:03:53] [Client thread/INFO] [minersbasic]: GL_COLOR_ARRAY_STRIDE: 28 -> 16 (Stride between colors)
[20:03:53] [Client thread/INFO] [minersbasic]: GL_TEXTURE_COORD_ARRAY_STRIDE: 28 -> 20 (Stride between texture coordinates)

(Left side is normal, right side is wrongly rendered)

 

I actually don't know what they mean, but maybe anyone knows?

 

Also I discovered that other Entities are affected as well, even if no shooting star is nearby. Here's a screenshot of Items being rendered weirdly when laying next to one:

 

SiJJRU2.png

 

Also, the bows of skeletons show that halfway-transparent look.

I really need a way to fix it, it's so annoying...

 

EDIT: I think I have found out something useful: It does work if I call

GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

instead of

GlStateManagerdisableLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

 

Is there maybe something that I don't understand with the GLStateManager?

And, even more important, is it OK when I do it like that or do I break something else with it? Or should I maybe call both?

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