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[1.12.2] [Solved] Trying to understand (Fast)TESR


ProspectPyxis

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So this is a bit of a follow up to my previous topic - I'm currently trying to use a FastTESR to render a tile entity that stores its color. I can't really find any pointers on how to use it, though - trying to follow a code example I found just...made it break horribly, as you can see in the attached image.
Here's the relevant code that I'm using, can anyone give some pointers on what I'm doing wrong?

FastTESR class:

Spoiler

package prospectpyxis.customcapacitors.client.render;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraftforge.client.model.animation.FastTESR;
import prospectpyxis.customcapacitors.block.BlockCapacitor;
import prospectpyxis.customcapacitors.block.tile.TileEntityCapacitor;
import prospectpyxis.customcapacitors.proxy.ClientProxy;

import java.awt.*;

public class TESRCapacitor extends FastTESR<TileEntityCapacitor> {

    @Override
    public void renderTileEntityFast(TileEntityCapacitor tec, double x, double y, double z, float partialTicks, int destroyStage, float partial, BufferBuilder buffer) {
        buffer.setTranslation(x, y, z);

        IBlockState state = tec.getWorld().getBlockState(tec.getPos());

        Color cb = new Color(tec.data.getColorBase(), false);
        Color ct = new Color(tec.data.getColorTrim(), false);

        createNewLayer(tec, ClientProxy.ctexBase, cb.getRed(), cb.getBlue(), cb.getGreen(), buffer);
        createNewLayer(tec, ClientProxy.ctexTrim, ct.getRed(), ct.getBlue(), ct.getGreen(), buffer);

        switch (state.getValue(BlockCapacitor.FACING)) {
            case DOWN:
                buffer.pos(1, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(1, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            case UP:
                buffer.pos(1, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(1, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            case NORTH:
                buffer.pos(0, 1, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(1, 1, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(1, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(0, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            case SOUTH:
                buffer.pos(1, 1, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 1, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(1, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            case WEST:
                buffer.pos(0, 1, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 1, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(0, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(0, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            case EAST:
                buffer.pos(1, 1, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(1, 1, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMaxV()).endVertex();
                buffer.pos(1, 0, 1).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMaxU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                buffer.pos(1, 0, 0).color(255, 255, 255, 255)
                        .tex(ClientProxy.ctexOverlayO.getMinU(), ClientProxy.ctexOverlayO.getMinV()).endVertex();
                break;
            default:
        }

    }

    public void createNewLayer(TileEntityCapacitor tec, TextureAtlasSprite tas, int r, int g, int b, BufferBuilder buffer) {
        // DOWN
        buffer.pos(1, 0, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 0, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 0, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(1, 0, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();

        // UP
        buffer.pos(1, 1, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 1, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 1, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(1, 1, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();

        // NORTH
        buffer.pos(0, 1, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(1, 1, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(1, 0, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(0, 0, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();

        // SOUTH
        buffer.pos(1, 1, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 1, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 0, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(1, 0, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();

        // WEST
        buffer.pos(0, 1, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 1, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(0, 0, 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(0, 0, 1).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();

        // EAST
        buffer.pos(1, 1, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).endVertex();
        buffer.pos(1, 1, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).endVertex();
        buffer.pos(1, 0, 1).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).endVertex();
        buffer.pos(1, 0, 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).endVertex();
    }
}

 

ClientProxy where the textures are registered:

Spoiler

package prospectpyxis.customcapacitors.proxy;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.item.Item;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.TextureStitchEvent;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import prospectpyxis.customcapacitors.CustomCapacitors;

@Mod.EventBusSubscriber
public class ClientProxy extends CommonProxy {

    @Override
    public void registerItemRenderer(Item item, int meta, String id) {
        ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(CustomCapacitors.modid + ":" + id, "inventory"));
    }

    public static TextureAtlasSprite ctexBase;
    public static TextureAtlasSprite ctexTrim;
    public static TextureAtlasSprite ctexOverlay;
    public static TextureAtlasSprite ctexOverlayO;

    @SubscribeEvent
    public static void registerTextureStitch(TextureStitchEvent.Pre event) {
        if (event.getMap() == Minecraft.getMinecraft().getTextureMapBlocks()) {
            ctexBase = event.getMap().registerSprite(new ResourceLocation(CustomCapacitors.modid + ":blocks/capacitor_base"));
            ctexTrim = event.getMap().registerSprite(new ResourceLocation(CustomCapacitors.modid + ":blocks/capacitor_trim"));
            ctexOverlay = event.getMap().registerSprite(new ResourceLocation(CustomCapacitors.modid + ":blocks/capacitor_overlay"));
            ctexOverlayO = event.getMap().registerSprite(new ResourceLocation(CustomCapacitors.modid + ":blocks/capacitor_overlay_output"));
        }
    }
}

 

TileEntity class:

Spoiler

package prospectpyxis.customcapacitors.block.tile;

import com.google.common.collect.ImmutableMap;
import net.minecraft.block.state.IBlockState;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.energy.CapabilityEnergy;
import prospectpyxis.customcapacitors.CustomCapacitors;
import prospectpyxis.customcapacitors.block.BlockCapacitor;
import prospectpyxis.customcapacitors.data.CapacitorData;
import prospectpyxis.customcapacitors.registry.CapacitorRegistry;
import prospectpyxis.pyxislib.energy.EnergyManager;

import javax.annotation.Nullable;

public class TileEntityCapacitor extends TileEntity implements ITickable {

    public CapacitorData data = new CapacitorData();

    public EnergyManager eContainer = new EnergyManager(0, 0);
    public EnergyManager eReceiver = new EnergyManager(0, 0);
    public EnergyManager eExtractor = new EnergyManager(0, 0);
    @Override
    public void update() {
        if (world.getTotalWorldTime() % data.storageLossData.lossDelay == 0) {
            int minThreshold = data.storageLossData.minThreshold == -1 ? 0 : data.storageLossData.minThreshold;
            int maxThreshold = data.storageLossData.maxThreshold == -1 ? eContainer.getMaxEnergyStored() + 1 : data.storageLossData.minThreshold;
            if (data.storageLossType != CapacitorData.EnumLossType.NONE && eContainer.getEnergyStored() >= minThreshold && eContainer.getEnergyStored() < maxThreshold) {
                switch (data.storageLossType) {
                    case CONSTANT:
                        eContainer.extractEnergy((int) Math.floor(data.storageLossData.lossValue), false);
                        break;
                    case PERCENTAGE:
                        eContainer.extractEnergy(Math.round(eContainer.getEnergyStored() * data.storageLossData.lossValue), false);
                        break;
                    case PERCENTAGE_INVERTED:
                        eContainer.extractEnergy(Math.round
                                ((eContainer.getMaxEnergyStored() - eContainer.getEnergyStored()) * data.storageLossData.lossValue), false);
                        break;
                    default:
                }
            }
        }

        ImmutableMap blockProperties = world.getBlockState(pos).getProperties();
        if (blockProperties.containsKey(BlockCapacitor.FACING)) {
            EnumFacing fc = (EnumFacing)blockProperties.get(BlockCapacitor.FACING);
                TileEntity te = world.getTileEntity(pos.offset(fc));
                if (te != null && te.hasCapability(CapabilityEnergy.ENERGY, fc.getOpposite())) {
                    te.getCapability(CapabilityEnergy.ENERGY, fc.getOpposite())
                            .receiveEnergy(eExtractor.extractEnergy(data.maxOutputRate, false), false);
                }
        }
    }

    @Override
    public boolean hasFastRenderer() {
        return true;
    }

    @Override
    public boolean hasCapability(Capability<?> capability, EnumFacing facing)
    {
        if (capability == CapabilityEnergy.ENERGY) {
            return true;
        }
        return super.hasCapability(capability, facing);
    }

    @Nullable
    @SuppressWarnings("unchecked")
    @Override
    public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) {
        if (capability == CapabilityEnergy.ENERGY) {
            if (facing == null) return (T)eContainer;
            ImmutableMap blockProperties = world.getBlockState(pos).getProperties();
            if (blockProperties.containsKey(BlockCapacitor.FACING)) {
                if (facing.equals(blockProperties.get(BlockCapacitor.FACING))) {
                    return (T)eExtractor;
                }
                else return (T)eReceiver;
            }
        }
        return super.getCapability(capability, facing);
    }

    @Override
    public boolean shouldRefresh(World world, BlockPos pos, IBlockState oldState, IBlockState newState)
    {
        return (oldState.getBlock() != newState.getBlock());
    }

    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound compound) {
        compound.setInteger("energy", eContainer.getEnergyStored());
        compound.setString("capid", data.id);
        return super.writeToNBT(compound);
    }

    @Override
    public void readFromNBT(NBTTagCompound compound) {
        data = CapacitorRegistry.getDataById(compound.getString("capid")) == null ? new CapacitorData() : CapacitorRegistry.getDataById(compound.getString("capid"));

        if (data != null) {
            if (data.storageLossData.lossDelay < 1) {
                data.storageLossData.lossDelay = 1;
                CustomCapacitors.logger.warn("Warning! Capacitor " + data.id + " has less than 1 loss delay!");
                CustomCapacitors.logger.warn("It will be set to 1, please change the loss delay to a positive number!");
            }

            eContainer = new EnergyManager(data.capacity, data.maxInputRate, data.maxOutputRate) {
                @Override
                public int receiveEnergy(int maxReceive, boolean simulate) {
                    switch (data.inputLossType) {
                        case CONSTANT:
                            maxReceive = maxReceive - (int) Math.floor(data.inputLossValue);
                            break;
                        case PERCENTAGE:
                            maxReceive = maxReceive - Math.round(maxReceive * data.inputLossValue);
                            break;
                        case PERCENTAGE_INVERTED:
                            maxReceive = maxReceive - (int) ((this.maxReceive - maxReceive) * data.inputLossValue);
                            break;
                        default:
                    }
                    return super.receiveEnergy(maxReceive, simulate);
                }
            };

            eReceiver = new EnergyManager(0, data.maxInputRate) {
                @Override
                public boolean canExtract() {
                    return false;
                }

                @Override
                public int receiveEnergy(int maxReceive, boolean simulate) {
                    return eContainer.receiveEnergy(maxReceive, simulate);
                }
            };

            eExtractor = new EnergyManager(0, data.maxOutputRate) {
                @Override
                public boolean canReceive() {
                    return false;
                }

                @Override
                public int extractEnergy(int maxExtract, boolean simulate) {
                    return eContainer.extractEnergy(maxExtract, simulate);
                }
            };
        }

        eContainer.setEnergy(compound.getInteger("energy"));

        super.readFromNBT(compound);
    }
}

 

 

javaw_2019-03-19_22-44-01.png

Edited by ProspectPyxis
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14 hours ago, ProspectPyxis said:

buffer.pos(1, 0, 1).color(255, 255, 255, 255)

I think that you’re 1) drawing at block pos (1, 0, 1) instead of the actual pos and 2) not adding all the elements of your vertex. 

 

Example of FastTESR: https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/io/github/cadiboo/examplemod/client/render/tileentity/RenderExampleTileEntity.java

Example of using the BufferBuilder to render faces (might not be what you want to achieve, but it’s useful for seeing the parameters and uses of them).

https://github.com/Cadiboo/NoCubes/blob/cb5ece4525faba7e44a3bb4bbb80328848c11647/src/main/java/io/github/cadiboo/nocubes/client/render/MeshRenderer.java#L385 

About Me

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My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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So from what I can understand from the code you sent, one square face of a block is equal to four vertices. I don't really know what I'm doing wrong, though, since I already translated the buffer in the first line of renderTileEntityFast - do I need to add an offset to the pos as well?
Also, is a lightmap value absolutely required? It seems to be used in all the code you've sent me but I don't fully understand what it does.

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On 3/22/2019 at 8:17 PM, ProspectPyxis said:

I already translated the buffer in the first line of renderTileEntityFast

That would be your problem. All FastTESRs are given the same buffer that is already setup properly.

On 3/22/2019 at 8:17 PM, ProspectPyxis said:

do I need to add an offset to the pos as well?

You need to draw at the position, currently you’re drawing near 0, 0, 0

On 3/22/2019 at 8:17 PM, ProspectPyxis said:

Also, is a lightmap value absolutely required? It seems to be used in all the code you've sent me but I don't fully understand what it does.

Yes. The vertex format BLOCK requires a lightmap. Lightmap values are from 0-240 with 240 being max brightness. You can use IBlockState#getPackedLightmapCoords to get packed coordinates. You can then use packed >> 16 & 0xFFFF to get the skylight which is stored in the upper bytes and packed & 0xFFFF to get the block light which is stored in the lower bytes.

 

You might want to look at https://github.com/Cadiboo/Example-Mod/blob/5fe80fde8a41cd571593c02897b06b5822e9a738/src/main/java/io/github/cadiboo/examplemod/client/ClientUtil.java#L240 as it is very well commented. Also note the offset (x, y, z) that is added to the quad in the renderFast method. 

Edited by Cadiboo
  • Like 1

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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Alright, so adding a lightmap value actually got rid of the weird stretching, but now I have a couple new problems, as you can see in the image here:

Spoiler

image.png.56e5a8b6e8260334a29c5ed9ad6026e7.png

(Ignore the transparency issue, the block is supposed to be a full block either way)

  1. The texture is completely dark.
  2. The texture doesn't fully fill the outline of the blockstate texture - you can see the empty gaps in the image.

How would I fix this? The new TESR code is here (I'm only testing for one face for now so I removed a massive chunk of the code):

Spoiler

package prospectpyxis.customcapacitors.client.render;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraftforge.client.model.animation.FastTESR;
import org.lwjgl.util.vector.Vector3f;
import prospectpyxis.customcapacitors.block.BlockCapacitor;
import prospectpyxis.customcapacitors.block.tile.TileEntityCapacitor;
import prospectpyxis.customcapacitors.proxy.ClientProxy;

import java.awt.*;

public class TESRCapacitor extends FastTESR<TileEntityCapacitor> {

    @Override
    public void renderTileEntityFast(TileEntityCapacitor tec, double x, double y, double z, float partialTicks, int destroyStage, float partial, BufferBuilder buffer) {

        IBlockState state = tec.getWorld().getBlockState(tec.getPos());

        Color cb = new Color(tec.data.getColorBase(), false);
        Color ct = new Color(tec.data.getColorTrim(), false);

        createNewLayer(tec, state, new Vector3f((float)x, (float)y, (float)z), ClientProxy.ctexBase, cb.getRed(), cb.getBlue(), cb.getGreen(), buffer);
    }

    public void createNewLayer(TileEntityCapacitor tec, IBlockState state, Vector3f offset, TextureAtlasSprite tas, int r, int g, int b, BufferBuilder buffer) {

        int blocklight = (state.getPackedLightmapCoords(tec.getWorld(), tec.getPos())) & 0xFFFF;
        int skylight = (state.getPackedLightmapCoords(tec.getWorld(), tec.getPos())) >> 16 & 0xFFFF;

        buffer.pos(offset.x + 0, offset.y + 0, offset.z + 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMaxV()).lightmap(skylight, blocklight).endVertex();
        buffer.pos(offset.x + 1, offset.y + 0, offset.z + 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMaxV()).lightmap(skylight, blocklight).endVertex();
        buffer.pos(offset.x + 1, offset.y + 1, offset.z + 0).color(r, g, b, 255).tex(tas.getMaxU(), tas.getMinV()).lightmap(skylight, blocklight).endVertex();
        buffer.pos(offset.x + 0, offset.y + 1, offset.z + 0).color(r, g, b, 255).tex(tas.getMinU(), tas.getMinV()).lightmap(skylight, blocklight).endVertex();
    }
}

 

 

Edited by ProspectPyxis
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The darkness is caused by your block being a full block. Either make your block able to have light pass through/into it OR average the light from the surrounding blocks OR get the light from the proper place for each vertex. Rendered textures have an issue with 1 pixel around their edge being transparent. You can get around this the way vanilla does for block rendering (subtracting a tiny bit from the part of the texture it renders). You can see me doing this where I fix a number of issues with Vanilla’s fluid rendering at https://github.com/Cadiboo/NoCubes/blob/2d116b923e584ecfaa05823ffbccc2e9aedf537e/src/main/java/io/github/cadiboo/nocubes/client/render/SmoothLightingBlockFluidRenderer.java#L272. I add smooth lighting and fix the transparent lines between fluids. 

  • Like 1

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

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    • This honestly might just work for you @SubscribeEvent public static void onScreenRender(ScreenEvent.Render.Post event) { final var player = Minecraft.getInstance().player; if(!hasMyEffect(player)) return; // TODO: You provide hasMyEffect float f = Mth.lerp(p_109094_, this.minecraft.player.oSpinningEffectIntensity, this.minecraft.player.spinningEffectIntensity); float f1 = ((Double)this.minecraft.options.screenEffectScale().get()).floatValue(); if(f <= 0F || f1 >= 1F) return; float p_282656_ = ?; final var p_282460_ = event.getGuiGraphics(); int i = p_282460_.guiWidth(); int j = p_282460_.guiHeight(); p_282460_.pose().pushPose(); float f = Mth.lerp(p_282656_, 2.0F, 1.0F); p_282460_.pose().translate((float)i / 2.0F, (float)j / 2.0F, 0.0F); p_282460_.pose().scale(f, f, f); p_282460_.pose().translate((float)(-i) / 2.0F, (float)(-j) / 2.0F, 0.0F); float f1 = 0.2F * p_282656_; float f2 = 0.4F * p_282656_; float f3 = 0.2F * p_282656_; RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(SourceFactor.ONE, DestFactor.ONE, SourceFactor.ONE, DestFactor.ONE); p_282460_.setColor(f1, f2, f3, 1.0F); p_282460_.blit(NAUSEA_LOCATION, 0, 0, -90, 0.0F, 0.0F, i, j, i, j); p_282460_.setColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.defaultBlendFunc(); RenderSystem.disableBlend(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); p_282460_.pose().popPose(); }   Note: Most of this is directly copied from GameRenderer as you pointed out you found. The only thing you'll have to likely do is update the `oSpinningEffectIntensity` + `spinningEffectIntensity` variables on the player when your effect is applied. Which values should be there? Not 100% sure, might be a game of guess and check, but `handleNetherPortalClient` in LocalPlayer has some hard coded you might be able to start with.
    • Dalam dunia perjudian online yang berkembang pesat, mencari platform yang dapat memberikan kemenangan maksimal dan hasil terbaik adalah impian setiap penjudi. OLXTOTO, dengan bangga, mempersembahkan dirinya sebagai jawaban atas pencarian itu. Sebagai platform terbesar untuk kemenangan maksimal dan hasil optimal, OLXTOTO telah menciptakan gelombang besar di komunitas perjudian online. Satu dari banyak keunggulan yang dimiliki OLXTOTO adalah koleksi permainan yang luas dan beragam. Dari togel hingga slot online, dari live casino hingga permainan kartu klasik, OLXTOTO memiliki sesuatu untuk setiap pemain. Dibangun dengan teknologi terkini dan dikembangkan oleh para ahli industri, setiap permainan di platform ini dirancang untuk memberikan pengalaman yang tak tertandingi bagi para penjudi. Namun, keunggulan OLXTOTO tidak hanya terletak pada variasi permainan yang mereka tawarkan. Mereka juga menonjol karena komitmen mereka terhadap keamanan dan keadilan. Dengan sistem keamanan tingkat tinggi dan proses audit yang ketat, OLXTOTO memastikan bahwa setiap putaran permainan berjalan dengan adil dan transparan. Para pemain dapat merasa aman dan yakin bahwa pengalaman berjudi mereka di OLXTOTO tidak akan terganggu oleh masalah keamanan atau keadilan. Tak hanya itu, OLXTOTO juga terkenal karena layanan pelanggan yang luar biasa. Tim dukungan mereka selalu siap sedia untuk membantu para pemain dengan segala pertanyaan atau masalah yang mereka hadapi. Dengan respon cepat dan solusi yang efisien, OLXTOTO memastikan bahwa pengalaman berjudi para pemain tetap mulus dan menyenangkan. Dengan semua fitur dan keunggulan yang ditawarkannya, tidak mengherankan bahwa OLXTOTO telah menjadi pilihan utama bagi jutaan penjudi online di seluruh dunia. Jika Anda mencari platform yang dapat memberikan kemenangan maksimal dan hasil optimal, tidak perlu mencari lebih jauh dari OLXTOTO. Bergabunglah dengan OLXTOTO hari ini dan mulailah petualangan Anda menuju kemenangan besar dan hasil terbaik!
    • 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   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.   Kesimpulan OLXTOTO adalah situs slot gacor terbaik yang memberikan pengalaman bermain judi slot online yang tak terlupakan. Dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering, OLXTOTO menjadi pilihan terbaik bagi para pemain yang mencari kesenangan dan kemenangan besar dalam perjudian online. Di samping itu, OLXTOTO juga menawarkan layanan pelanggan yang ramah dan responsif, siap membantu setiap pemain dalam mengatasi masalah teknis atau pertanyaan seputar perjudian online. Kami menjaga integritas game dan memberikan lingkungan bermain yang adil serta menjalankan kebijakan perlindungan pelanggan yang cermat. Bergabunglah dengan OLXTOTO sekarang dan nikmati pengalaman bermain slot online yang luar biasa. Jadilah bagian dari komunitas perjudian yang mengagumkan ini dan raih kesempatan untuk meraih kemenangan besar. Dapatkan akses mudah dan praktis ke situs OLXTOTO dan rasakan sensasi bermain judi slot yang tak terlupakan.  
    • OLXTOTO: Platform Maxwin dan Gacor Terbesar Sepanjang Masa Di dunia perjudian online yang begitu kompetitif, mencari platform yang dapat memberikan kemenangan maksimal (Maxwin) dan hasil terbaik (Gacor) adalah prioritas bagi para penjudi yang cerdas. Dalam upaya ini, OLXTOTO telah muncul sebagai pemain kunci yang mengubah lanskap perjudian online dengan menawarkan pengalaman tanpa tandingan.     Sejak diluncurkan, OLXTOTO telah menjadi sorotan industri perjudian online. Dikenal sebagai "Platform Maxwin dan Gacor Terbesar Sepanjang Masa", OLXTOTO telah menarik perhatian pemain dari seluruh dunia dengan reputasinya yang solid dan kinerja yang luar biasa. Salah satu fitur utama yang membedakan OLXTOTO dari pesaingnya adalah komitmen mereka untuk memberikan pengalaman berjudi yang unik dan memuaskan. Dengan koleksi game yang luas dan beragam, termasuk togel, slot online, live casino, dan banyak lagi, OLXTOTO menawarkan sesuatu untuk semua orang. Dibangun dengan teknologi terkini dan didukung oleh tim ahli yang berdedikasi, platform ini memastikan bahwa setiap pengalaman berjudi di OLXTOTO tidak hanya menghibur, tetapi juga menguntungkan. Namun, keunggulan OLXTOTO tidak hanya terletak pada permainan yang mereka tawarkan. Mereka juga terkenal karena keamanan dan keadilan yang mereka berikan kepada para pemain mereka. Dengan sistem keamanan tingkat tinggi dan audit rutin yang dilakukan oleh otoritas regulasi independen, para pemain dapat yakin bahwa setiap putaran permainan di OLXTOTO adalah adil dan transparan. Tidak hanya itu, OLXTOTO juga dikenal karena layanan pelanggan yang luar biasa. Dengan tim dukungan yang ramah dan responsif, para pemain dapat yakin bahwa setiap pertanyaan atau masalah mereka akan ditangani dengan cepat dan efisien. Dengan semua fitur dan keunggulan yang ditawarkannya, tidak mengherankan bahwa OLXTOTO telah menjadi platform pilihan bagi para penjudi online yang mencari kemenangan maksimal dan hasil terbaik. Jadi, jika Anda ingin bergabung dengan jutaan pemain yang telah merasakan keajaiban OLXTOTO, jangan ragu untuk mendaftar dan mulai bermain hari ini!  
    • OLXTOTO adalah bandar slot yang terkenal dan terpercaya di Indonesia. Mereka menawarkan berbagai jenis permainan slot yang menarik dan menghibur. Dengan tampilan yang menarik dan grafis yang berkualitas tinggi, pemain akan merasa seperti berada di kasino sungguhan. OLXTOTO juga menyediakan layanan pelanggan yang ramah dan responsif, siap membantu pemain dengan segala pertanyaan atau masalah yang mereka hadapi. Daftar =  https://surkale.me/Olxtotodotcom1
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