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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
L35[03:19:55] <LiskoSlayer63> https://pastebin.com/1ksbAqYS this is the only function which have the ICustomModel.renderAll() used
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."
L70[03:38:59] <gigaherz> quick googling brought this up: https://github.com/ZeroNoRyouki/ZeroCore-MC-1.8/blob/master/src/main/java/zero/mods/zerocore/client/model/ICustomModel.java
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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