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L9[01:57:49] <LiskoSlayer63> morning
L10[01:59:23] <LiskoSlayer63> i'm trying to
port some mod to newer version of mc, for private purposes
L11[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20181127 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20181127-1.13.1.zip
(mappings = "snapshot_20181127" in build.gradle).
L13[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/
L14[02:00:31] <LiskoSlayer63> it's going
well so far, but i don't understad the rendering changes
L15[02:00:49] <LiskoSlayer63> original mod
is from 1.7.10 and i'm trying to port it to 1.12.2
L16[02:22:38] <LiskoSlayer63> are there
anyone who can possibly help with the rendering code? it uses
ICustomModel for model loading nad that doesn't exist anymore
L17[02:51:58] <ForgeDiscord>
<SquidDev> If it's a simple model, you should be able to
define it using JSON
L18[02:52:32] <ForgeDiscord>
<SquidDev> Otherwise, you could probably convert it to an obj
file or the like.
L19[03:03:05] <LiskoSlayer63> the mod is a
rendering api which im trying to port, so there's not any models in
it
L20[03:03:51] <LiskoSlayer63> i tried to
change the ICustomModel to jsut IModel and everyhting seems to be
allright but the IModel doesn't have renderAll() function
L21[03:05:36] <ForgeDiscord>
<xXEclipseLoverXx> Rendering was fundamentally changed to
make whatever you are working on unnecessary
L22[03:06:16] <ForgeDiscord>
<xXEclipseLoverXx> Just look into how rendering works
now
L23[03:09:50] <gigaherz> rendering stuff
changed a lot
L24[03:10:20] <gigaherz> so you'll have to
try to understand how the old system worked, how the new system
works, and then redesign the API to fit the new system
L25[03:10:54] <gigaherz> depending on what
the "rendering api" did, it may simply not work as it
is
L26[03:13:58] <LiskoSlayer63> oh god
L27[03:14:24] <LiskoSlayer63> the old api
loaded models, that's only thing i know for sure
L28[03:14:39] <gigaherz> well we have a
model loader API in forge now
L29[03:15:21] <gigaherz> so if those models
were for blocks or items, it would be best to convert the model
loaders to the new API, and convert the mods to use it
L30[03:16:40] <gigaherz> in any case, do
keep in mind rendering changes are why so many modders raged and
chose not to port to 1.8+
L31[03:16:54] <gigaherz> not because the
new rendering stuff is worse
L32[03:17:08] <gigaherz> simply because
they didn't want to spend the effort to learn the new system and
work with it
L33[03:19:24] <LiskoSlayer63> they were
entitys
L34[03:19:49] <gigaherz> aha, entity
rendering hasn't changed much, in that case
L36[03:20:46] <LiskoSlayer63> honestly, i
have no idea what it does, but obviously it does something
L37[03:21:31] <gigaherz> that's compiling a
display list.
L38[03:21:39] <gigaherz> as the function
name says ;P
L39[03:21:55] <LiskoSlayer63> why it needs
to render?
L40[03:21:59] <gigaherz> display lists are
an ancient opengl feature
L41[03:22:16] <LiskoSlayer63> oh, so i
assume that the whole api is ancient
L42[03:22:27] <gigaherz> which optimizes
drawing by making the gpu/driver remember a sequence of
commands
L43[03:22:29] <gigaherz> and be able to
replay them
L44[03:22:35] <gigaherz> think of the
displaylist as a recorded macro
L45[03:22:58] <gigaherz> most of the old
minecraft rendering code uses ancient features
L46[03:23:06] <gigaherz> when I say ancient
I don't mean 2010
L47[03:23:40] <gigaherz> I mean
displaylists were already ancient and long deprecated, by
then
L48[03:24:14] <gigaherz>
interestingly
L49[03:24:18] <gigaherz> 1.12 still uses
them
L50[03:24:21] <gigaherz> for entity
renderers
L51[03:24:33] <LiskoSlayer63> okay.. so
what i need to do if i just want to get it working?
L52[03:25:00] <LiskoSlayer63> let's assume
that the other parts of the api are working
L53[03:25:01] <gigaherz> well.... you still
need to figure out how to adapt the code
L54[03:25:59] <gigaherz> for starters
L55[03:26:08] <gigaherz> 1.8 introduced a
thing called GlStateManager
L56[03:26:28] <gigaherz> and calls to
GL11.* and other GL code, should be routed through the
GlStateManager whenever possible
L57[03:27:06] <gigaherz> then, your issue
with renderAll().... it may simply not exist anymore, or have a
different name
L58[03:27:57] <gigaherz> so one option you
have
L59[03:28:07] <gigaherz> is to implement
your own ICustomModel interface
L60[03:28:12] <gigaherz> that has
everything you need for porting
L61[03:33:38] <LiskoSlayer63> i tried to
search something from the google
L62[03:34:13] <LiskoSlayer63> there was one
person in some forum who told how "Model thingy"
works
L63[03:34:37] <LiskoSlayer63> it's almost
identical to this code what i'm porting
L64[03:35:18] <LiskoSlayer63> so it seems
that the api just recreates something which was in the game
already
L65[03:35:32] <LiskoSlayer63> i think the
code is for loading .obj models
L66[03:37:00] <LiskoSlayer63> nope, it
isnt
L67[03:37:18] <LiskoSlayer63> the models
are created programmatically
L68[03:38:31] <LiskoSlayer63> "A
simple ModelRenderer-compatible class that allows the modder to
link custom models to ModelRenderer models. Very useful if the
modder wants to replace a previous ModelRenderer with a custom
model piece without having to redo all of the translations, scales,
and rotations. However, this model renders the methods addBox,
setTextureOffset, etc useless, as it only applies the
translations
L69[03:38:31] <LiskoSlayer63> and rotations
originally in the ModelRenderer."
L71[03:39:36] <gigaherz> seems to be
someone's attempt at adapting the 1.7's model loader system to
1.8
L72[03:39:53] <LiskoSlayer63> i'll try
that
L73[03:40:11] <gigaherz> do note that it
has no license
L74[03:40:21] <LiskoSlayer63> i just don't
know if it works or not, before i've ported the mod using this
api
L75[03:40:23] <gigaherz> meaning it's ARR,
meaning you can't really use it legally
L76[03:40:35] <LiskoSlayer63> im using it
privately for now
L77[03:40:48] <LiskoSlayer63> im waiting
for responses from multiple people
L78[03:45:30] <gigaherz> just as a note, if
you haven't figured this out yet, the road you are walking leads to
loads of frustration
L79[03:45:39] <gigaherz> as much as it
seems like it would be more work
L80[03:45:47] <gigaherz> it's often quicker
to recreate the mods from scratch
L81[03:46:09] <gigaherz> redesigning the
features from the ground up to match the new systems
L82[03:46:16] <gigaherz> because there are
a LOT of new systems
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L84[03:57:07] <LiskoSlayer63> you might be
right
L85[03:57:19] <LiskoSlayer63> well, i'll
jsut try to be dumb first so i'll learn
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L113[13:34:45] <ForgeDiscord> Command sent
by Melonslise
L114[13:34:46] <ForgeDiscord> !gf
L115[13:34:58] <ForgeDiscord>
<Melonslise> Can I use the mcp bot?
L116[13:35:49] <ForgeDiscord> <Lumber
Wizard> I dunno but I can offer an alternative
L117[13:35:51] <ForgeDiscord> Command sent
by Lumber Wizard
L118[13:35:52] <ForgeDiscord>
!commands
L119[13:35:55] <ForgeDiscord> <Lumber
Wizard> Oof
L120[13:36:02] <ForgeDiscord>
<Melonslise> lmao
L121[13:36:03] <ForgeDiscord> <Lumber
Wizard> Never mind
L122[13:36:20] <ForgeDiscord> <Lumber
Wizard> Might be the channel
L123[13:36:21] <ForgeDiscord>
</dev/illy> try another channel
L124[13:36:28] <ForgeDiscord>
</dev/illy> or DM the bot
L125[13:36:55] <ForgeDiscord>
<Melonslise> Oh thanks
L126[13:37:04] <ForgeDiscord>
<xXEclipseLoverXx> DMing the bot is nice so you don't bother
everyone else
L127[13:37:11] <ForgeDiscord> <Lumber
Wizard> Yes
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