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L4[00:32:22] <Majora320> Is there any docs on how to create a crafting recipie?
L5[00:32:28] <Majora320> s/recipie/recipe
L6[00:32:35] <Majora320> s/Is/Are
L7[00:35:08] <Majora320> Never mind, found https://github.com/skylinerw/guides/blob/master/java/recipes.md
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L15[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180405 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180405-1.12.zip (mappings = "snapshot_20180405" in build.gradle).
L17[02:00:18] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L96[10:08:06] <axel> can someone explain why this block crashes the game? https://pastebin.com/bwPsKBRM crash log: https://pastebin.com/gFYXfZbG
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L98[10:18:13] <axel> i dont get why it complains about not having the blockstate, i am overriding the getBlockstate constructor
L99[10:35:08] <axel> there isnt anything else other than overriding the getMetaFromState, getStateFromMeta and getBlockstate methods and setting the default blockstate that needs to be done, right?
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L101[10:37:50] <quadraxis> you should be overriding createBlockState(), not getBlockState()
L102[10:38:22] <axel> omg
L103[10:38:25] <quadraxis> getBlockState is just a getter
L104[10:38:28] <axel> im embarrassed :C
L105[10:38:40] <quadraxis> (and should probably be final, to prevent things like this)
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L111[12:13:25] <barteks2x> as always, when I wanted to reproduce a memory leak it refused to happen. Npow that I'm trying to reproduce a completely different issue, I'm facing that memory leak I couldn't reporoduce efore
L112[12:19:50] <barteks2x> WTF
L113[12:19:58] <barteks2x> why is the world instance itself an GC root!?
L114[12:22:45] <barteks2x> I don't even know which one is the leaked world
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L118[12:30:35] <quadraxis> are you running in a debugger?
L119[12:31:29] <barteks2x> nope
L120[12:31:46] <barteks2x> just from vanilla launcher
L121[12:35:22] <barteks2x> for the one that isn't a GC root itself, here is what visualvm shows as path for nearest GC root http://pix.toile-libre.org/upload/original/1522949691.png
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L123[13:04:45] <OrionOnline> Hello, anyone having experience rendering blockmodels using a vertexbuffer?
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L127[13:41:56] <OrionOnline> Damn connection dropped
L128[13:42:02] <OrionOnline> Did anyone answer my question?
L129[13:58:23] <barteks2x> no. I know how to render a blockstate model, but not sure if this is what you want. I use it in my GUI code for worldgen customization
L130[14:00:02] <barteks2x> whatever you want to do, BlockRendererDispatcher seems like a useful class
L131[14:02:58] <OrionOnline> barteks2x, I am using that already
L132[14:03:04] <OrionOnline> That is however not fast enough
L133[14:03:24] <OrionOnline> I am rendering roughly 30000 Blocks
L134[14:03:30] <barteks2x> then you need to do what chunk rendering code does: create a display list/VBO for all thos eblocks
L135[14:03:31] <OrionOnline> That is not fast enough
L136[14:03:35] <OrionOnline> Yep
L137[14:03:48] <OrionOnline> That is what I am doing..... Hence the question regarding VertexBuffer
L138[14:04:05] <barteks2x> It really has nothing to do with VertexBuffer to me
L139[14:04:36] <OrionOnline> Actually it has everything to do with VertexBuffer :D
L140[14:05:07] <OrionOnline> It uses a BufferBuilder to write the vertex data into a VertexBuffer which turns it into a VBO
L141[14:05:11] <barteks2x> oh I confused it with BufferBuilder
L142[14:05:12] <OrionOnline> Or display list
L143[14:05:41] <barteks2x> because I initially ported it over from older mappings that I think had BufferBuilder named VertexBuffer or somethinbg
L144[14:05:53] <OrionOnline> Yeah they changed naming
L145[14:05:57] <OrionOnline> If I am not mistaken
L146[14:07:05] <barteks2x> look at VertexBufferUploader
L147[14:07:28] <barteks2x> and it's usages in ChunkRenderDispatcher
L148[14:08:31] <OrionOnline> I know
L149[14:08:32] <OrionOnline> I am using thta
L150[14:08:46] <barteks2x> show the code then
L151[14:08:47] <OrionOnline> For some reason I can not get it to display anything
L152[14:08:50] <OrionOnline> One sec
L153[14:08:52] <barteks2x> oh...
L154[14:09:13] <barteks2x> "nothing is rendered" is the most annoying part of using something like opengl
L155[14:10:49] <OrionOnline> https://github.com/Minecolonies/minecolonies/tree/feature/fast-render/src/main/java/com/minecolonies/structures/client
L156[14:10:51] <OrionOnline> Yep
L157[14:11:17] <OrionOnline> StructureClientHandler is the entry point
L158[14:11:33] <OrionOnline> It basically pushes it to TemplateRenderHandler
L159[14:12:09] <barteks2x> unrelated but readiong thos code without a local variable for player hurts double d5 = Minecraft.getMinecraft().player.lastTickPosZ + (Minecraft.getMinecraft().player.posZ - Minecraft.getMinecraft().player.lastTickPosZ) * partialTicks;
L160[14:12:25] <OrionOnline> It is test code :D
L161[14:12:32] <OrionOnline> I just want it to render something first
L162[14:12:34] <OrionOnline> https://github.com/Minecolonies/minecolonies/blob/feature/fast-render/src/main/java/com/minecolonies/structures/client/TemplateRenderHandler.java#L42
L163[14:12:38] <OrionOnline> Is the actuall rendering code
L164[14:13:28] <barteks2x> I didn't think you ever call finishDrawing or something
L165[14:13:47] <barteks2x> on BufferBuilder
L166[14:14:18] <barteks2x> oh nvm, you do
L167[14:14:23] <OrionOnline> https://github.com/Minecolonies/minecolonies/blob/feature/fast-render/src/main/java/com/minecolonies/structures/client/TemplateTessellator.java#L53
L168[14:19:17] <barteks2x> and you are sure all the matrix tyransforms are right?
L169[14:20:53] <OrionOnline> See that Is what I am not sure about
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L171[14:21:39] <OrionOnline> I replicated the code from VboRenderList
L172[14:21:42] <barteks2x> I would say try without any glTranslate and matrix, and see if something renders close to x=0, y=0, z0=0
L173[14:23:22] <OrionOnline> Trying now
L174[14:23:36] <barteks2x> you are sure the code is actually called, right?
L175[14:25:06] <OrionOnline> Yes
L176[14:25:11] <OrionOnline> I triple checked by now
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L178[14:27:03] <barteks2x> is any texture actually used there?
L179[14:28:28] <OrionOnline> What do you mean with is any texture actually used there?
L180[14:28:34] <OrionOnline> I am rendering 30 Blocks
L181[14:28:41] <OrionOnline> 30000*
L182[14:28:47] <barteks2x> yes but I don't see you ever binding a texture
L183[14:28:52] <barteks2x> other than the lightmap stuff
L184[14:29:23] <OrionOnline> https://github.com/Minecolonies/minecolonies/blob/5cdbd4d1ba13ebec807cfdbbe646ddfaa5323fff/src/main/java/com/minecolonies/structures/client/TemplateTessellator.java#L75
L185[14:30:21] <barteks2x> this is not binding texture. this is just setting which textuire unit you are using
L186[14:30:35] <barteks2x> I have this in my code:
L187[14:30:36] <barteks2x> ITextureObject blockTexture = Minecraft.getMinecraft().getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
L188[14:30:36] <barteks2x> GL11.glBindTexture(GL11.GL_TEXTURE_2D, blockTexture.getGlTextureId());
L189[14:30:59] <barteks2x> probably could use OpenGLHelper there
L190[14:31:26] <barteks2x> GLStateManager*
L191[14:35:23] <OrionOnline> Hmm let me try that
L192[14:35:33] <OrionOnline> Once my Instance starts after this IDEA update
L193[14:36:14] <ben_mkiv> anyone ever had trouble with shaders messing up custom gl stuff?
L194[14:36:27] <OrionOnline> depends
L195[14:36:27] <ben_mkiv> talking about this custom shader packs
L196[14:36:44] <barteks2x> shaders are going to mess with opengl
L197[14:36:55] <ben_mkiv> well, seems they break rendering for my mod at all, havent looked into it yet
L198[14:37:00] <ben_mkiv> and optifine is closed source, right?
L199[14:37:04] <ben_mkiv> -.-
L200[14:37:05] <barteks2x> are you using custom vertex format?
L201[14:37:08] <ben_mkiv> yes
L202[14:37:12] <barteks2x> then it won't work
L203[14:37:27] <barteks2x> custom vertex formats don't work with shaders
L204[14:37:42] <barteks2x> I remember reading it on optifine's issue tracker
L205[14:39:02] <barteks2x> (it was about dense ores mod, iirc)
L206[14:39:29] <ben_mkiv> wonder how that works out for malisis stuff
L207[14:39:35] <barteks2x> https://github.com/sp614x/optifine/issues/673
L208[14:41:39] <Ordinastie> ?
L209[14:42:50] <barteks2x> Ordinastie, I will also try to replicate some of your setup in my code, is malisiscore gui code won't get in the way
L210[14:42:56] <ben_mkiv> you are using custom vertex format, too. dont you?
L211[14:44:52] <barteks2x> oops, I wanted to ping OrionOnline
L212[14:45:12] <OrionOnline> Sure
L213[14:45:28] <OrionOnline> I tried the texture stuff, as well as no translation
L214[14:45:32] <OrionOnline> And nope.
L215[14:46:11] <Ordinastie> I think my vertex format matches either block or item
L216[14:46:19] <Ordinastie> not sure thought I would need to check
L217[14:46:58] <Ordinastie> OrionOnline, the 3 things to check when rendering and nothing show : translation, texture and culling
L218[14:47:16] <OrionOnline> I disabled the entire translation
L219[14:47:30] <OrionOnline> I am setting the blocks texture, since I am rendering blocks
L220[14:47:35] <OrionOnline> Culling is still someting
L221[14:47:42] <barteks2x> but done by vanilla code
L222[14:47:50] <OrionOnline> Jep
L223[14:47:51] <barteks2x> based on data from IBlockAccess
L224[14:48:02] <OrionOnline> Okey
L225[14:48:18] <Ordinastie> even when you remove translations, it might be rendered behind the cameraa
L226[14:48:19] <OrionOnline> That is the checksides value i think
L227[14:48:23] <OrionOnline> Let me check
L228[14:48:30] <OrionOnline> It shoulb be rendering around 18000 vertexes
L229[14:48:38] <OrionOnline> At least that is what the VBO spits out
L230[14:49:17] <Ordinastie> also by culling, I mean including frustum culling (which might be relevant depending on what you picked from chunk stuff)
L231[14:49:38] <OrionOnline> Actually I did not pick anything
L232[14:49:55] <OrionOnline> I basically wrote an IBlockAccess for Template
L233[14:50:09] <OrionOnline> Is there a way to disable the culling in general?
L234[14:50:25] <barteks2x> Well, depends on where is your code for rendering it
L235[14:50:34] <barteks2x> in entity? in some event handler?
L236[14:51:08] <barteks2x> and I just checked
L237[14:51:13] <barteks2x> and your way also renders nothing for me
L238[14:51:22] <OrionOnline> Yeah
L239[14:51:27] <OrionOnline> I am rendering from an event handler
L240[14:51:31] <OrionOnline> The Post world render
L241[14:51:45] <OrionOnline> Does your VBO populate?
L242[14:51:56] <OrionOnline> (See what it uploads in the VertexUploader)
L243[14:53:14] <barteks2x> actually I don't think it will work because in MalisisCore, i'm in the middle of doing stuff with Array Buffer Object
L244[14:53:43] <barteks2x> also I know the BufferBuilder contains stuff because it renders fine when I don't try to put stuff into the VertexUploader
L245[14:54:43] <OrionOnline> Yeah I know the default BufferBuilder works
L246[14:54:59] <OrionOnline> However that makes it lag like hell 30000 blocks
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L249[15:00:42] <OrionOnline> barteks2x, What are you doing with Array Buffer Objects
L250[15:00:42] <OrionOnline> ?
L251[15:00:55] <barteks2x> MalisisCore seems to use them for rendering GUIs
L252[15:01:05] <barteks2x> and I was trying to replicate your code in my GUI
L253[15:01:13] <barteks2x> because I was already rendering BlockSattes there
L254[15:01:31] <Ordinastie> that's just the builder
L255[15:01:53] <barteks2x> yes, and I was trying to modify that to use the VertexBuffer
L256[15:02:12] <barteks2x> in a dumb useless way but that would demonstrate that it either works or it doesn;'t
L257[15:03:06] <barteks2x> you may have more luck with displ;ay lists
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L259[15:07:02] <OrionOnline> Well I will figure it out
L260[15:07:09] <OrionOnline> Thanks for taking a look at it anyway barteks2x
L261[15:07:12] <OrionOnline> Good Night
L262[15:09:03] <barteks2x> OrionOnline, found it
L263[15:09:20] <barteks2x> the answer is at the beginning of RenderGlobal.renderBlockLayer
L264[15:09:31] <barteks2x> in if(useVbo)
L265[15:09:38] <OrionOnline> Okey let me check
L266[15:10:10] <barteks2x> my models render mandgled after I use that but that's because I didn't set the right pointers later
L267[15:11:11] <OrionOnline> Let me try
L268[15:16:14] <OrionOnline> Thanks you very much!
L269[15:16:16] <OrionOnline> That worked
L270[15:16:22] <OrionOnline> need to do some translation but it worked!
L271[15:17:25] <barteks2x> and thanks to your question I now really know how to render blocks using VBOs in minecraft
L272[15:17:27] <OrionOnline> Also ordering seems to be important XD
L273[15:17:32] <OrionOnline> Well
L274[15:17:40] <OrionOnline> Most of my code came from the chunk rendering
L275[15:17:47] <barteks2x> opengl is state based, order is going to be important
L276[15:17:49] <OrionOnline> I just abstracted away everything that I did not nede
L277[15:18:28] <OrionOnline> https://imgur.com/a/eNq3Y
L278[15:18:30] <barteks2x> you mean removed and inlined?
L279[15:18:30] <OrionOnline> A bit derpy still
L280[15:18:37] <OrionOnline> But 42 instead of 1 fps
L281[15:18:47] <OrionOnline> That is a 420% improvement
L282[15:19:10] <barteks2x> much more actually, because now the fpos is limited by vanilla, not your code
L283[15:19:24] <Ordinastie> 4200%
L284[15:19:29] <OrionOnline> :D
L285[15:19:32] <OrionOnline> Right Ordinastie
L286[15:19:34] <barteks2x> your code probably runs at fraction of second that would correspond to hundreds of fps
L287[15:20:08] <OrionOnline> Yep
L288[15:21:25] <barteks2x> now you can fake cubic chunks by rendering blocks below y=0 :D
L289[15:23:24] <OrionOnline> XD
L290[15:23:29] <OrionOnline> It is for a schematic renderer
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L292[15:24:04] <barteks2x> with several thousands of 16x16x16 schematics you could render a whole world
L293[15:24:19] <OrionOnline> This looks a lot better: barteks2x https://imgur.com/a/50N5y
L294[15:24:53] <OrionOnline> I will push the code
L295[15:24:57] <OrionOnline> So you can take a look
L296[15:25:07] <OrionOnline> Be aware it is test code
L297[15:25:13] <OrionOnline> So hot hot hot and not so nice
L298[15:25:31] <barteks2x> probably still better than some of my hacks that aren't just test code anyway
L299[15:25:45] <OrionOnline> :D
L300[15:25:52] <OrionOnline> I am happy this works exactly as I wanted it to be
L301[15:26:07] <OrionOnline> I am sad that the minecraft Template.java class is so poorly made
L302[15:26:17] <OrionOnline> A fake world like this would be way nicer
L303[15:27:00] <OrionOnline> Well again thank you
L304[15:27:06] <OrionOnline> I am off to bed now
L305[15:27:12] <OrionOnline> Improving this tomorrow :D
L306[15:27:15] <OrionOnline> Thanks again
L307[15:27:17] <OrionOnline> https://github.com/Minecolonies/minecolonies/tree/feature/fast-render/src/main/java/com/minecolonies/structures/client
L308[15:27:21] <OrionOnline> for the current version
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L351[22:01:30] <illy> beep o/
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L358[22:39:37] <Majora320> How would I make a block breakable only when it has a specific NBT, but unbreakable otherwise?
L359[22:39:51] <Majora320> I can't find a block breaking event api documented anywhere
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