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Comments (3)

0x3C50 avatar 0x3C50 commented on August 26, 2024

you're not passing in the context matrixstack correctly, the matrixstack holds all rotations and transformations, including camera rotation. where are you calling the renderer from?

from renderer.

bezumnui avatar bezumnui commented on August 26, 2024

ok. u are right) thank you. But example will be helpful. Something like:

Drawing cyan block overlay:

@Mixin(WorldRenderer.class)
public class WorldRendererMixin {
    @Inject(method = "drawBlockOutline", at = @At(value = "HEAD", target = "Lnet/minecraft/client/render/WorldRenderer;drawCuboidShapeOutline(Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;Lnet/minecraft/util/shape/VoxelShape;DDDFFFF)V"))
    public void drawBlockOutlineMixin(MatrixStack matrices, VertexConsumer vertexConsumer, Entity entity, double cameraX, double cameraY, double cameraZ, BlockPos pos, BlockState state, CallbackInfo ci) {
        //    creating a render object
        var filled = Renderer3d.renderFilled(new Vec3d(pos.getX(), pos.getY(), pos.getZ()), new Vec3d(1, 1, 1), Color.CYAN);
        //    drawing object
        filled.drawWithVBO(matrices);
        //    deleting object from heap
        filled.delete();
    }
}

from renderer.

0x3C50 avatar 0x3C50 commented on August 26, 2024

ok. u are right) thank you. But example will be helpful. Something like:

Drawing cyan block overlay:

@Mixin(WorldRenderer.class)
public class WorldRendererMixin {
    @Inject(method = "drawBlockOutline", at = @At(value = "HEAD", target = "Lnet/minecraft/client/render/WorldRenderer;drawCuboidShapeOutline(Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;Lnet/minecraft/util/shape/VoxelShape;DDDFFFF)V"))
    public void drawBlockOutlineMixin(MatrixStack matrices, VertexConsumer vertexConsumer, Entity entity, double cameraX, double cameraY, double cameraZ, BlockPos pos, BlockState state, CallbackInfo ci) {
        //    creating a render object
        var filled = Renderer3d.renderFilled(new Vec3d(pos.getX(), pos.getY(), pos.getZ()), new Vec3d(1, 1, 1), Color.CYAN);
        //    drawing object
        filled.drawWithVBO(matrices);
        //    deleting object from heap
        filled.delete();
    }
}

I recommend not using drawWithVBO() if you're just drawing it once, that's overkill. VBOs are designed to cache big render actions so they don't have to be regenerated each time. For quick renders, don't use VBOs.

Example: Renderer3d.renderFilled(new Vec3d(pos.getX(), pos.getY(), pos.getZ()), new Vec3d(1, 1, 1), Color.CYAN).drawWithoutVBO(matrices);

from renderer.

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