本帖最后由 数据system 于 2020-3-16 11:21 编辑
复制代码基本完全照抄了大佬的代码但还是出现问题了
forge-1.12.2-14.23.5.2847-mdk
基本完全照抄了大佬的代码但还是出现问题了
forge-1.12.2-14.23.5.2847-mdk
- @Override
- public void doRender(EntityMagicBullet entity, double x, double y, double z,float entityYaw, float partialTicks) {
- ResourceLocation T=new ResourceLocation(Dataextension.MODID, "textures/entity/MagicBullet.png");
- Minecraft.getMinecraft().renderEngine.bindTexture(T);//绑定贴图
- GlStateManager.disableCull();//開啟雙面顯示
- GlStateManager.pushMatrix();//压入当前矩阵堆栈
- GlStateManager.disableLighting();//關閉自帶光源
- GlStateManager.enableBlend();//開啟不透明度
- GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
- GlStateManager.translate((float)x, (float)y, (float)z);//坐標
-
- GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
- GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
-
- Tessellator tessellator = Tessellator.getInstance();//3D绘图的实例
- BufferBuilder vertexbuffer = tessellator.getBuffer();//顶点计算
- GlStateManager.enableRescaleNormal();//重新规范化法向量
- GlStateManager.scale(0.05625F, 0.05625F, 0.05625F);//设置大小
- GlStateManager.translate(-3.0F, 0.0F, 0.0F);//把渲染图形往箭尾移动一
-
- OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); //光照相关
-
- for (int j = 0; j < 1; ++j){
- GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);//x轴旋转90度
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);//开始绘制
- vertexbuffer.pos(-3.0D, -3.0D, 3.0D).tex(0.0D,0.0D).endVertex();//点1
- vertexbuffer.pos(3.0D, -3.0D, 3.0D).tex(4.0D, 0.0D).endVertex();//点2
- vertexbuffer.pos(3.0D, 3.0D, 3.0D).tex(4.0D, 4.0D).endVertex();//点3
- vertexbuffer.pos(-3.0D, 3.0D, 3.0D).tex(0.0D, 4.0D).endVertex();//点4
- //4个点绘制一个四边形
- tessellator.draw();
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
- vertexbuffer.pos(-9.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
- vertexbuffer.pos(-3.0D, -3.0D, 3.0D).tex(4.0, 0.0D).endVertex();
- vertexbuffer.pos(-3.0D, 3.0D, 3.0D).tex(4.0, 4.0D).endVertex();
- vertexbuffer.pos(-9.0D, 0.0D, 0.0D).tex(0.0D, 4.0D).endVertex();
- tessellator.draw();
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
- vertexbuffer.pos(9.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
- vertexbuffer.pos(3.0D, 3.0D, 3.0D).tex(4.0D, 0.0D).endVertex();
- vertexbuffer.pos(3.0D, -3.0D, 3.0D).tex(4.0D, 4.0D).endVertex();
- vertexbuffer.pos(9.0D, 0.0D, 0.0D).tex(0.0D, 4.0D).endVertex();
- tessellator.draw();
- }
-
- GlStateManager.disableRescaleNormal();//关闭规范化法向量
- GlStateManager.enableLighting();//開啟自帶光源
- GlStateManager.enableCull();//關閉雙面顯示
- GlStateManager.disableBlend();//關閉不透明度
- GlStateManager.popMatrix();//弹出当前矩阵堆栈
- super.doRender(entity, x, y, z, entityYaw, partialTicks);
- }
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forge-1.12.2-14.23.5.2847-mdk
2021.12 数据,可能有更多内容
本帖最后由 数据system 于 2020-3-16 11:21 编辑代码:
- @Override
- public void doRender(EntityMagicBullet entity, double x, double y, double z,float entityYaw, float partialTicks) {
- ResourceLocation T=new ResourceLocation(Dataextension.MODID, "textures/entity/MagicBullet.png");
- Minecraft.getMinecraft().renderEngine.bindTexture(T);//绑定贴图
- GlStateManager.disableCull();//開啟雙面顯示
- GlStateManager.pushMatrix();//压入当前矩阵堆栈
- GlStateManager.disableLighting();//關閉自帶光源
- GlStateManager.enableBlend();//開啟不透明度
- GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
- GlStateManager.translate((float)x, (float)y, (float)z);//坐標
-
- GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
- GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
-
- Tessellator tessellator = Tessellator.getInstance();//3D绘图的实例
- BufferBuilder vertexbuffer = tessellator.getBuffer();//顶点计算
- GlStateManager.enableRescaleNormal();//重新规范化法向量
- GlStateManager.scale(0.05625F, 0.05625F, 0.05625F);//设置大小
- GlStateManager.translate(-3.0F, 0.0F, 0.0F);//把渲染图形往箭尾移动一
-
- OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); //光照相关
-
- for (int j = 0; j < 1; ++j){
- GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);//x轴旋转90度
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);//开始绘制
- vertexbuffer.pos(-3.0D, -3.0D, 3.0D).tex(0.0D,0.0D).endVertex();//点1
- vertexbuffer.pos(3.0D, -3.0D, 3.0D).tex(4.0D, 0.0D).endVertex();//点2
- vertexbuffer.pos(3.0D, 3.0D, 3.0D).tex(4.0D, 4.0D).endVertex();//点3
- vertexbuffer.pos(-3.0D, 3.0D, 3.0D).tex(0.0D, 4.0D).endVertex();//点4
- //4个点绘制一个四边形
- tessellator.draw();
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
- vertexbuffer.pos(-9.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
- vertexbuffer.pos(-3.0D, -3.0D, 3.0D).tex(4.0, 0.0D).endVertex();
- vertexbuffer.pos(-3.0D, 3.0D, 3.0D).tex(4.0, 4.0D).endVertex();
- vertexbuffer.pos(-9.0D, 0.0D, 0.0D).tex(0.0D, 4.0D).endVertex();
- tessellator.draw();
- vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
- vertexbuffer.pos(9.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
- vertexbuffer.pos(3.0D, 3.0D, 3.0D).tex(4.0D, 0.0D).endVertex();
- vertexbuffer.pos(3.0D, -3.0D, 3.0D).tex(4.0D, 4.0D).endVertex();
- vertexbuffer.pos(9.0D, 0.0D, 0.0D).tex(0.0D, 4.0D).endVertex();
- tessellator.draw();
- }
-
- GlStateManager.disableRescaleNormal();//关闭规范化法向量
- GlStateManager.enableLighting();//開啟自帶光源
- GlStateManager.enableCull();//關閉雙面顯示
- GlStateManager.disableBlend();//關閉不透明度
- GlStateManager.popMatrix();//弹出当前矩阵堆栈
- super.doRender(entity, x, y, z, entityYaw, partialTicks);
- }
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forge-1.12.2-14.23.5.2847-mdk
形状肯定是对的,只是
复制代码
文件名应该全小写的。
- ResourceLocation T=new ResourceLocation(Dataextension.MODID, "textures/entity/MagicBullet.png");
文件名应该全小写的。
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