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- <tterrag> fry: why do we not have a normal GL item renderer yet?
- <tterrag> hacking it into a TESR is annoying
- <fry> because nobody provided a good example for the need for one
- <fry> for over a year
- <tterrag> ok, we have one then
- <fry> so, it was never added
- <tterrag> custom damage bar rendering
- <fry> no GL needed for that
- <tterrag> if we do it with an ISIM it renders the enchantment glint over top of it
- <tterrag> if we do it with TESR there is no easy way to render the underlying item
- <fry> glints are a pain in the ass :P
- <tterrag> so what's the solution?
- <tterrag> vanilla hardcodes damage bars so why can't mods
- <fry> there was a PR to do something about them, but the person behind didn't follow through: https://github.com/MinecraftForge/MinecraftForge/pull/2458
- <fry> (about glints)
- <fry> anyway, item glint is nothing more than a retextured model
- <fry> you can easily do that manually
- <tterrag> I don't understand why IItemRenderer can't just be re-added. we still have TESR, that's basically the same thing no?
- <fry> because it's not needed
- <fry> seriously
- <fry> every time someone gives me an example I can easily avoid it
- <fry> this has been going on since late 2014
- <tterrag> you haven't given me a way to fix this
- <fry> add 2nd layer to the model, make the texture be the animated glint texture
- <Ordinastie> tterrag, you know what has a working IItemRenderer system...? :D
- <fry> idiots
- <tterrag> fry: afaik you can't render the glint in an ISIM
- <tterrag> it needs GL state modification
- <fry> no, it doesn't
- <fry> MC implementation does
- <fry> but you can replicate its effects
- <tterrag> couldn't we just add a hook that allows you to exempt a layer from glint?
- <fry> I may someday convert the vanilla glint to be GLless, since it puts a noticable dent in the FPS
- <tterrag> "we" being forge
- <fry> define "layer"
- <tterrag> <fry> add 2nd layer to the model, make the texture be the animated glint texture
- <tterrag> no you .-.
- <fry> there are no "layers" right now
- <fry> so, you need to define what do you mean by that
- <tterrag> fry: how do you stop the original glint from applying?
- <fry> I assume it's the property of the item
- <tterrag> no
- <tterrag> it's enchanted
- <fry> well let's see
- <diesieben07> override hasEffect to false
- <fry> if (stack.hasEffect()) { this.renderEffect(model); }
- <fry> indeed
- <fry> (stack delegates to the item)
- <tterrag> fry: isn't the glint animated manually?
- <fry> yes, it is
- <tterrag> so
- <tterrag> how exactly do you do that in an ISIM
- <fry> but MC animated texture system should be capable of replication the glint texture animation
- <fry> *replicating
- <tterrag> so you want me to stitch the glint texture?
- <fry> yes
- <tterrag> are you listening to yourself? honestly
- <fry> yes, I am
- <tterrag> this is ridiculous
- <tterrag> this should be simple
- <fry> it will be simple
- <tterrag> it's TWO QUADS I want to add to an item render
- <fry> after it's done for the first time
- <tterrag> additionally, there is NO WAY to replicate the glint perfectly with an ISIM
- <tterrag> it's applied twice with different blending modes
- <tterrag> close? maybe
- <tterrag> but I don't want close
- <fry> guess I'll have to do it in forge then
- <tterrag> yes
- <tterrag> if you gave me something to go on, I could try getting a PR going
- <fry> I told you all that needs to be done
- <tterrag> you explained how I could hack it and make it look close
- <tterrag> that's now how a forge PR should be done
- <tterrag> fry: forge has never been in the business of restricting modders. why start in 1.8?
- <tterrag> it never made sense to me
- <tterrag> forge provides a way to literally rewrite base code, but we can't be trusted with GL in item rendering?
- <diesieben07> if modders do nto have gl access you can do fun stuff such as batch the whole inventory
- <diesieben07> instead of rendering all the models inside every frame
- <fry> which I plan to do eventually
- <fry> broader point is that more restriction => better performance
- <fry> and changing GL state is almost the worst thing you can do
- <fry> yes, there may be legitimate uses for GL access in items, just like there might be legitimate reasons to use TESRs
- <fry> but so far only one I know of is rendering ModelBase
- <fry> since nobody is really doing anything with GL that can't be done with the default state
- <tterrag> well, you now know one more
- <tterrag> since you have yet to provide me a reasonable solution to my problem
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