Closed matthewperiut closed 4 months ago
you can just use the original type as the return type of the method, there is no need to extend it Am 30. Juli 2023, 14:21 +0200 schrieb Matthew Periut @.***>:
@matthewperiut commented on this pull request. In TestMod/src/main/java/me/x150/testmod/client/TestModClient.java:
+
- @Override
- public void reload(ResourceManager manager) {
- Identifier basePath = new Identifier("testmod", "obj");
- ObjFile.ResourceProvider provider = TestLocalResourceProvider.ofResourceManager(manager, basePath);
- try {
- testObj = new ObjFile("cubesphere.obj", (ObjFile.ResourceProvider) provider);
- } catch (IOException e) {
- throw new RuntimeException(e);
- }
- }
- });
- }
- public interface TestLocalResourceProvider extends ObjFile.ResourceProvider { upon further inspection, I'm extending ObjFile.ResourceProvider exclusively so I can pass it into new ObjFile, and I'm not sure how to approach it otherwise. — Reply to this email directly, view it on GitHub, or unsubscribe. You are receiving this because you commented.Message ID: @.***>
Current implementation looks like this:
https://github.com/0x3C50/Renderer/assets/18296791/05894d23-deea-4a10-b840-fb95647a19ba
Adds light sources (e.g. torches) affecting obj rendering, as well as time of day affecting the brightness of an object.
Attempts to match vanilla lighting on the obj rendering given it's origin pos.
Old behavior is available with the new function
using this will completely restore behavior before lighting changes
Additionally, if the obj is appended to an entity or block, it may be good to use their brightness value,
Also adds a hook on ObjFile to add a custom shader for people who want to implement a shader on the obj model.
For people who are inclined to add a custom shader use src/resources/assets/renderer/shaders/core/obj.* as a basis and use Satin as a tool to load core shaders to load as a ShaderProgram.