tterrag1098

Untitled

Feb 22nd, 2016
140
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.36 KB | None | 0 0
  1. <tterrag> fry: why do we not have a normal GL item renderer yet?
  2. <tterrag> hacking it into a TESR is annoying
  3. <fry> because nobody provided a good example for the need for one
  4. <fry> for over a year
  5. <tterrag> ok, we have one then
  6. <fry> so, it was never added
  7. <tterrag> custom damage bar rendering
  8. <fry> no GL needed for that
  9. <tterrag> if we do it with an ISIM it renders the enchantment glint over top of it
  10. <tterrag> if we do it with TESR there is no easy way to render the underlying item
  11. <fry> glints are a pain in the ass :P
  12. <tterrag> so what's the solution?
  13. <tterrag> vanilla hardcodes damage bars so why can't mods
  14. <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
  15. <fry> (about glints)
  16. <fry> anyway, item glint is nothing more than a retextured model
  17. <fry> you can easily do that manually
  18. <tterrag> I don't understand why IItemRenderer can't just be re-added. we still have TESR, that's basically the same thing no?
  19. <fry> because it's not needed
  20. <fry> seriously
  21. <fry> every time someone gives me an example I can easily avoid it
  22. <fry> this has been going on since late 2014
  23. <tterrag> you haven't given me a way to fix this
  24. <fry> add 2nd layer to the model, make the texture be the animated glint texture
  25. <Ordinastie> tterrag, you know what has a working IItemRenderer system...? :D
  26. <fry> idiots
  27. <tterrag> fry: afaik you can't render the glint in an ISIM
  28. <tterrag> it needs GL state modification
  29. <fry> no, it doesn't
  30. <fry> MC implementation does
  31. <fry> but you can replicate its effects
  32. <tterrag> couldn't we just add a hook that allows you to exempt a layer from glint?
  33. <fry> I may someday convert the vanilla glint to be GLless, since it puts a noticable dent in the FPS
  34. <tterrag> "we" being forge
  35. <fry> define "layer"
  36. <tterrag> <fry> add 2nd layer to the model, make the texture be the animated glint texture
  37. <tterrag> no you .-.
  38. <fry> there are no "layers" right now
  39. <fry> so, you need to define what do you mean by that
  40. <tterrag> fry: how do you stop the original glint from applying?
  41. <fry> I assume it's the property of the item
  42. <tterrag> no
  43. <tterrag> it's enchanted
  44. <fry> well let's see
  45. <diesieben07> override hasEffect to false
  46. <fry> if (stack.hasEffect()) { this.renderEffect(model); }
  47. <fry> indeed
  48. <fry> (stack delegates to the item)
  49. <tterrag> fry: isn't the glint animated manually?
  50. <fry> yes, it is
  51. <tterrag> so
  52. <tterrag> how exactly do you do that in an ISIM
  53. <fry> but MC animated texture system should be capable of replication the glint texture animation
  54. <fry> *replicating
  55. <tterrag> so you want me to stitch the glint texture?
  56. <fry> yes
  57. <tterrag> are you listening to yourself? honestly
  58. <fry> yes, I am
  59. <tterrag> this is ridiculous
  60. <tterrag> this should be simple
  61. <fry> it will be simple
  62. <tterrag> it's TWO QUADS I want to add to an item render
  63. <fry> after it's done for the first time
  64. <tterrag> additionally, there is NO WAY to replicate the glint perfectly with an ISIM
  65. <tterrag> it's applied twice with different blending modes
  66. <tterrag> close? maybe
  67. <tterrag> but I don't want close
  68. <fry> guess I'll have to do it in forge then
  69. <tterrag> yes
  70. <tterrag> if you gave me something to go on, I could try getting a PR going
  71. <fry> I told you all that needs to be done
  72. <tterrag> you explained how I could hack it and make it look close
  73. <tterrag> that's now how a forge PR should be done
  74. <tterrag> fry: forge has never been in the business of restricting modders. why start in 1.8?
  75. <tterrag> it never made sense to me
  76. <tterrag> forge provides a way to literally rewrite base code, but we can't be trusted with GL in item rendering?
  77. <diesieben07> if modders do nto have gl access you can do fun stuff such as batch the whole inventory
  78. <diesieben07> instead of rendering all the models inside every frame
  79. <fry> which I plan to do eventually
  80. <fry> broader point is that more restriction => better performance
  81. <fry> and changing GL state is almost the worst thing you can do
  82. <fry> yes, there may be legitimate uses for GL access in items, just like there might be legitimate reasons to use TESRs
  83. <fry> but so far only one I know of is rendering ModelBase
  84. <fry> since nobody is really doing anything with GL that can't be done with the default state
  85. <tterrag> well, you now know one more
  86. <tterrag> since you have yet to provide me a reasonable solution to my problem
Advertisement
Add Comment
Please, Sign In to add comment