Comments (16)
WWE version: 2.7.2
Minecraft version: 1.14.3
Operating system: Windows 7 Professional
Optifine/Other mods: No.Whats the issue: Name tag 2d glitches out.
Crash-report(Would be very useful also please format): When using name tag and have potion buff or debuff, the 2d player tag will glitch out, water surface also glitches out and player model will face inwards
We know about this and all of them, esp, and name tags are getting recoded(although some might look the same)
from inertia.
Wait it still does that...
from inertia.
Known issue.
from inertia.
WWE version: 2.7.2
Minecraft version: 1.14.3
Operating system: Windows 7 Professional
Optifine/Other mods: No.
Whats the issue: Name tag 2d glitches out.
Bug-report(Would be very useful also please format): When using name tag and have potion buff or debuff, the 2d player tag will glitch out, water surface also glitches out and player model will face inwards. Avoid use name tag with buff or debuff
from inertia.
I just put here just in case someone need to know what is cause the 2d glitch.
from inertia.
may i know what cause the glitch
my mod make texture glitches out too :/
from inertia.
so how can i fix it
from inertia.
Wait till i fix it, idk if it will be in 3.0.2 we will see, it would help if you could supply a list of the modules you have enabled and the settings for name tags, maybe a screen shot?
from inertia.
wait i fixed it
i just add GlStateManager.popMatrix(); in the end of the code
from inertia.
... what does "i just add GlStateManager.popMatrix(); in the end of the code" mean
from inertia.
` private void drawNametag(Entity entityIn) {
GlStateManager.pushMatrix();
Vec3d interp = EntityUtil.getInterpolatedRenderPos(entityIn, mc.getRenderPartialTicks());
float yAdd = entityIn.height + 0.5F - (entityIn.isSneaking() ? 0.25F : 0.0F);
double x = interp.x;
double y = interp.y + yAdd;
double z = interp.z;
float viewerYaw = mc.getRenderManager().playerViewY;
float viewerPitch = mc.getRenderManager().playerViewX;
boolean isThirdPersonFrontal = mc.getRenderManager().options.thirdPersonView == 2;
GlStateManager.translate(x, y, z);
GlStateManager.rotate(-viewerYaw, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float) (isThirdPersonFrontal ? -1 : 1) * viewerPitch, 1.0F, 0.0F, 0.0F);
float f = mc.player.getDistance(entityIn);
float m = (f / 8f) * (float) (Math.pow(1.2589254f, this.scale.getValue()));
GlStateManager.scale(m, m, m);
FontRenderer fontRendererIn = mc.fontRenderer;
GlStateManager.scale(-0.025F, -0.025F, 0.025F);
String str = entityIn.getName() + (health.getValue() ? " " + Command.SECTIONSIGN() + "a" + Math.round(((EntityLivingBase) entityIn).getHealth() + (entityIn instanceof EntityPlayer ? ((EntityPlayer) entityIn).getAbsorptionAmount() : 0)) : "");
int i = fontRendererIn.getStringWidth(str) / 2;
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.enableTexture2D();
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
glTranslatef(0, -20, 0);
bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(-i - 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, 0.5F).endVertex();
bufferbuilder.pos(-i - 1, 19, 0.0D).color(0.0F, 0.0F, 0.0F, 0.5F).endVertex();
bufferbuilder.pos(i + 1, 19, 0.0D).color(0.0F, 0.0F, 0.0F, 0.5F).endVertex();
bufferbuilder.pos(i + 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, 0.5F).endVertex();
tessellator.draw();
bufferbuilder.begin(GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(-i - 1, 8, 0.0D).color(.1f, .1f, .1f, .1f).endVertex();
bufferbuilder.pos(-i - 1, 19, 0.0D).color(.1f, .1f, .1f, .1f).endVertex();
bufferbuilder.pos(i + 1, 19, 0.0D).color(.1f, .1f, .1f, .1f).endVertex();
bufferbuilder.pos(i + 1, 8, 0.0D).color(.1f, .1f, .1f, .1f).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.glNormal3f(0.0F, 1.0F, 0.0F);
if(!entityIn.isSneaking()) fontRendererIn.drawString(str, -i, 10, entityIn instanceof EntityPlayer ? Friends.isFriend(entityIn.getName()) ? 0x00bfff : 0xffffff : 0xffffff);
else fontRendererIn.drawString(str, -i, 10, 0xffaa00);
if (entityIn instanceof EntityPlayer && armor.getValue()) renderArmor((EntityPlayer)entityIn, 0, -(fontRendererIn.FONT_HEIGHT + 1) - 20);
GlStateManager.glNormal3f(0.0F, 0.0F, 0.0F);
glTranslatef(0, 20, 0);
GlStateManager.scale(-40, -40, 40);
//GlStateManager.popMatrix();
}`
from inertia.
Thats not wwe....?..
from inertia.
yes that's not
from inertia.
but i think the problem could be same
from inertia.
https://cdn.discordapp.com/attachments/629862249409937408/650895492594794516/2019-12-02_11.05.23.png
from inertia.
should have been fixed
from inertia.
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from inertia.