Ghost block fix
Fixed the ClientHandler method for rendering the Ritual's ghost block.
This commit is contained in:
parent
3f158b8908
commit
9a274186b7
5 changed files with 72 additions and 16 deletions
|
@ -9,6 +9,7 @@ import com.mojang.blaze3d.vertex.IVertexBuilder;
|
|||
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.entity.player.ClientPlayerEntity;
|
||||
import net.minecraft.client.renderer.ActiveRenderInfo;
|
||||
import net.minecraft.client.renderer.Atlases;
|
||||
import net.minecraft.client.renderer.IRenderTypeBuffer;
|
||||
import net.minecraft.client.renderer.texture.AtlasTexture;
|
||||
|
@ -131,6 +132,8 @@ public class ClientHandler
|
|||
|
||||
private static void renderRitualStones(MatrixStack stack, IRenderTypeBuffer renderer, ClientPlayerEntity player, float partialTicks)
|
||||
{
|
||||
ActiveRenderInfo activerenderinfo = Minecraft.getInstance().gameRenderer.getActiveRenderInfo();
|
||||
Vector3d eyePos = activerenderinfo.getProjectedView();
|
||||
IVertexBuilder buffer = renderer.getBuffer(Atlases.getTranslucentCullBlockType());
|
||||
World world = player.getEntityWorld();
|
||||
ItemRitualDiviner ritualDiviner = (ItemRitualDiviner) player.inventory.getCurrentItem().getItem();
|
||||
|
@ -142,9 +145,6 @@ public class ClientHandler
|
|||
|
||||
BlockPos vec3, vX;
|
||||
vec3 = ((BlockRayTraceResult) minecraft.objectMouseOver).getPos();
|
||||
double posX = player.lastTickPosX + (player.getPosX() - player.lastTickPosX) * partialTicks;
|
||||
double posY = player.lastTickPosY + (player.getPosY() - player.lastTickPosY) * partialTicks;
|
||||
double posZ = player.lastTickPosZ + (player.getPosZ() - player.lastTickPosZ) * partialTicks;
|
||||
|
||||
List<RitualComponent> components = Lists.newArrayList();
|
||||
ritual.gatherComponents(components::add);
|
||||
|
@ -152,13 +152,9 @@ public class ClientHandler
|
|||
{
|
||||
stack.push();
|
||||
vX = vec3.add(ritualComponent.getOffset(direction));
|
||||
Vector3d eyePos = player.getEyePosition(partialTicks);
|
||||
double minX = vX.getX() - eyePos.x;
|
||||
double minY = vX.getY() - eyePos.y;
|
||||
double minZ = vX.getZ() - eyePos.z;
|
||||
// double minX = vX.getX() - posX;
|
||||
// double minY = vX.getY() - posY;
|
||||
// double minZ = vX.getZ() - posZ;
|
||||
|
||||
stack.translate(minX, minY, minZ);
|
||||
|
||||
|
@ -201,6 +197,8 @@ public class ClientHandler
|
|||
|
||||
public static void renderRitualStones(MatrixStack stack, IRenderTypeBuffer renderer, TileMasterRitualStone masterRitualStone, float partialTicks)
|
||||
{
|
||||
ActiveRenderInfo activerenderinfo = Minecraft.getInstance().gameRenderer.getActiveRenderInfo();
|
||||
Vector3d eyePos = activerenderinfo.getProjectedView();
|
||||
IVertexBuilder buffer = renderer.getBuffer(Atlases.getTranslucentCullBlockType());
|
||||
ClientPlayerEntity player = minecraft.player;
|
||||
World world = player.getEntityWorld();
|
||||
|
@ -214,9 +212,6 @@ public class ClientHandler
|
|||
|
||||
BlockPos vec3, vX;
|
||||
vec3 = masterRitualStone.getPos();
|
||||
double posX = player.lastTickPosX + (player.getPosX() - player.lastTickPosX) * partialTicks;
|
||||
double posY = player.lastTickPosY + (player.getPosY() - player.lastTickPosY) * partialTicks;
|
||||
double posZ = player.lastTickPosZ + (player.getPosZ() - player.lastTickPosZ) * partialTicks;
|
||||
|
||||
List<RitualComponent> components = Lists.newArrayList();
|
||||
ritual.gatherComponents(components::add);
|
||||
|
@ -224,15 +219,11 @@ public class ClientHandler
|
|||
{
|
||||
stack.push();
|
||||
vX = vec3.add(ritualComponent.getOffset(direction));
|
||||
Vector3d eyePos = player.getEyePosition(partialTicks);
|
||||
|
||||
double minX = vX.getX() - eyePos.x;
|
||||
double minY = vX.getY() - eyePos.y;
|
||||
double minZ = vX.getZ() - eyePos.z;
|
||||
|
||||
// double minX = vX.getX() - posX;
|
||||
// double minY = vX.getY() - posY;
|
||||
// double minZ = vX.getZ() - posZ;
|
||||
|
||||
stack.translate(minX, minY, minZ);
|
||||
|
||||
if (!world.getBlockState(vX).isOpaqueCube(world, vX))
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue