C:\Documents and Settings\Kasim Ahmic\Desktop\MCPEWorldEdit>java -jar MCPEWorldE
dit.jar
Exception in thread "main" org.lwjgl.opengl.OpenGLException: Invalid enum (1280)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.GL11.glEnable(GL11.java:1048)
at mcpeworldedit.WorldTest3D.<init>(WorldTest3D.java:85)
at mcpeworldedit.WorldTest3D.main(WorldTest3D.java:520)
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If you're having problems that mention "org.lwjgl" then it is most likely that you need to update OpenGL (I use some newer stuff from OpenGL 2.0). To update OpenGL, try updating your drivers.
Sometime soon I'll make a better update and add XRay mode.
If you're having problems that mention "org.lwjgl" then it is most likely that you need to update OpenGL (I use some newer stuff from OpenGL 2.0). To update OpenGL, try updating your drivers.
Sometime soon I'll make a better update and add XRay mode.
The current version runs awesomely here - Ubuntu Linux 10.04 with OpenJDK 6 and a NVidia GeForce 6200 TurboCache with the nvidia drivers.
One very small issue: your .jar file contains a lot of resources from LWJGL that doesn't seem to be used, so you might want to remove them.
If you're having problems that mention "org.lwjgl" then it is most likely that you need to update OpenGL (I use some newer stuff from OpenGL 2.0). To update OpenGL, try updating your drivers.
Damn it! With my computer I can't updated past OpenGL 1.4 :/
One very small issue: your .jar file contains a lot of resources from LWJGL that doesn't seem to be used, so you might want to remove them.
That's why I mentioned a better update. My current code isn't really aiming for efficiency so much as it is actually working properly. Once I get some things sorted out (such as actually placing and removing blocks) I'll start boosting up efficiency and trying to get it to work with OpenGL devices lower than 2.0.
Just an edit...I had a crazy X-Ray mod idea for MCPE. If someone could find the line in MCPE that says:
you'd then have a better X-Ray mod than the previous one. Basically what happens is instead of blending transparent textures with each other (so you don't get graphical glitches with water and flowers), you'd be blending opaque textures with transparent textures, meaning block textures turn slightly invisible if not already.
Here are the integer values of each of those
(for a full list which can be very useful to modders, view LWJGL's source code, found here):
In Android, the suspicious area I found is at offset 0x000F050A so any Android modders should check that out.
Edit 2: The equivlent of the offset I gave on iOS doesn't produce the desired X-Ray effect I hoped for. Only the water acts like it's in X-Ray mode. I believe there is a block rendering class that contains another glBlendFunc(); to do block blending. Change that and you've got X-Ray.
Failed X-Ray attempt (look at fog on water, then look at fog on land, looks just like fog in my X-Ray mode for MCPEWorldEdit):
Failed Attempt 2 (THIS IS EXTREMELY MESSED UP!!! EVERYTHING WAS IMPOSSIBLE TO READ OR DO!):
What I did was edit the Tessalator::begin(); method, changing the 0x7 (Quad mode) to 0x1 (Line mode).
That's why I mentioned a better update. My current code isn't really aiming for efficiency so much as it is actually working properly. Once I get some things sorted out (such as actually placing and removing blocks) I'll start boosting up efficiency and trying to get it to work with OpenGL devices lower than 2.0.
Just an edit...I had a crazy X-Ray mod idea for MCPE. If someone could find the line in MCPE that says:
you'd then have a better X-Ray mod than the previous one. Basically what happens is instead of blending transparent textures with each other (so you don't get graphical glitches with water and flowers), you'd be blending opaque textures with transparent textures, meaning block textures turn slightly invisible if not already.
Here are the integer values of each of those
(for a full list which can be very useful to modders, view LWJGL's source code, found here):
In Android, the suspicious area I found is at offset 0x000F050A so any Android modders should check that out.
Edit 2: The equivlent of the offset I gave on iOS doesn't produce the desired X-Ray effect I hoped for. Only the water acts like it's in X-Ray mode. I believe there is a block rendering class that contains another glBlendFunc(); to do block blending. Change that and you've got X-Ray.
Failed X-Ray attempt (look at fog on water, then look at fog on land, looks just like fog in my X-Ray mode for MCPEWorldEdit):
Failed Attempt 2 (THIS IS EXTREMELY MESSED UP!!! EVERYTHING WAS IMPOSSIBLE TO READ OR DO!):
What I did was edit the Tessalator::begin(); method, changing the 0x7 (Quad mode) to 0x1 (Line mode).
The second attempt at the mod made me lol pretty hard xD
Click on the screen and move your mouse to move the camera, press space bar to go up. The game starts out looking down in the corner, so it will look blue until you move around.
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Are you also having problems?
Sometime soon I'll make a better update and add XRay mode.
Before:
After:
The current version runs awesomely here - Ubuntu Linux 10.04 with OpenJDK 6 and a NVidia GeForce 6200 TurboCache with the nvidia drivers.
One very small issue: your .jar file contains a lot of resources from LWJGL that doesn't seem to be used, so you might want to remove them.
Damn it! With my computer I can't updated past OpenGL 1.4 :/
That's why I mentioned a better update. My current code isn't really aiming for efficiency so much as it is actually working properly. Once I get some things sorted out (such as actually placing and removing blocks) I'll start boosting up efficiency and trying to get it to work with OpenGL devices lower than 2.0.
Just an edit...I had a crazy X-Ray mod idea for MCPE. If someone could find the line in MCPE that says:
and replace it with:
you'd then have a better X-Ray mod than the previous one. Basically what happens is instead of blending transparent textures with each other (so you don't get graphical glitches with water and flowers), you'd be blending opaque textures with transparent textures, meaning block textures turn slightly invisible if not already.
Here are the integer values of each of those
(for a full list which can be very useful to modders, view LWJGL's source code, found here):
In Android, the suspicious area I found is at offset 0x000F050A so any Android modders should check that out.
Edit 2: The equivlent of the offset I gave on iOS doesn't produce the desired X-Ray effect I hoped for. Only the water acts like it's in X-Ray mode. I believe there is a block rendering class that contains another glBlendFunc(); to do block blending. Change that and you've got X-Ray.
Failed X-Ray attempt (look at fog on water, then look at fog on land, looks just like fog in my X-Ray mode for MCPEWorldEdit):
Failed Attempt 2 (THIS IS EXTREMELY MESSED UP!!! EVERYTHING WAS IMPOSSIBLE TO READ OR DO!):
What I did was edit the Tessalator::begin(); method, changing the 0x7 (Quad mode) to 0x1 (Line mode).
The second attempt at the mod made me lol pretty hard xD
It made me lol pretty hard too. But Good job Jocopa3 for this program.
Where is the Download?
The download is on page 5
Click on the screen and move your mouse to move the camera, press space bar to go up. The game starts out looking down in the corner, so it will look blue until you move around.
If I helped you, please press the up arrow button thingy in the bottom right hand corner of this post. Thanks.
Six, exact.
And turned it into fireworks