When my tile entity goes out of my render distance it starts to turn white. Is there any way to fix this (so it doesn't turn white and just goes out of the players view?)
Does it have something to do with the ender portal or sky textures perhaps?
private static final ResourceLocation endSkyTextures = new ResourceLocation("textures/environment/end_sky.png");
private static final ResourceLocation endPortalTextures = new ResourceLocation("textures/entity/end_portal.png");
private static final Random random = new Random(0L);
FloatBuffer floatBuffer = GLAllocation.createDirectFloatBuffer(16);
private FloatBuffer func_76907_a(float par1, float par2, float par3, float par4) {
floatBuffer.clear();
floatBuffer.put(par1).put(par2).put(par3).put(par4);
floatBuffer.flip();
return floatBuffer;
}
private void renderEndPortalSurface(double d, double d1, double d2) {
float f1 = (float) TileEntityRendererDispatcher.staticPlayerX;
float f2 = (float) TileEntityRendererDispatcher.staticPlayerY;
float f3 = (float) TileEntityRendererDispatcher.staticPlayerZ;
GL11.glDisable(GL11.GL_LIGHTING);
random.setSeed(31100L);
float f4 = 0.75F / 5;
d += 0.05d;
d2 += 0.05d;
d1 += 0.04d;
for (int i = 0; i < 16; ++i) {
GL11.glPushMatrix();
float f5 = 16 - i;
float f6 = 0.0625F * 5f;
float f7 = 1.0F / ((f5 / 10) + 1.0F);
if (i == 0) {
bindTexture(endSkyTextures);
f7 = 0.1F;
f5 = 65.0F;
f6 = 0.125F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
if (i == 1) {
bindTexture(endPortalTextures);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
f6 = 0.5F;
}
float f8 = (float) (-(d1 + f4));
float f9 = f8 + ActiveRenderInfo.objectY;
float f10 = f8 + f5 + ActiveRenderInfo.objectY;
float f11 = f9 / f10;
f11 += (float) (d1 + f4);
GL11.glTranslatef(f1, f11, f3);
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR);
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, func_76907_a(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, func_76907_a(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, func_76907_a(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, func_76907_a(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
GL11.glEnable(GL11.GL_TEXTURE_GEN_Q);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glScalef(f6, f6, f6);
GL11.glTranslatef(0.5F, 0.5f, 0.0F);
GL11.glTranslatef(-0.5F, -0.5F, 0.0F);
GL11.glTranslatef(-f1, -f3, -f2);
f9 = f8 + ActiveRenderInfo.objectY;
GL11.glTranslatef((ActiveRenderInfo.objectX * f5) / f9, (ActiveRenderInfo.objectZ * f5) / f9, -f2);
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
f11 = (random.nextFloat() * 0.5F) + 0.1F;
float f12 = (random.nextFloat() * 0.5F) + 0.4F;
float f13 = (random.nextFloat() * 0.5F) + 0.5F;
if (i == 0) {
f13 = 1.0F;
f12 = 1.0F;
f11 = 1.0F;
}
double scale = 0.9D;
GL11.glTranslatef(0, 0, 0);
tessellator.setColorRGBA_F(f11 * f7, f12 * f7, f13 * f7, 1.0F);
tessellator.addVertex(d, d1 + f4, d2);
tessellator.addVertex(d, d1 + f4, d2 + scale);
tessellator.addVertex(d + scale, d1 + f4, d2 + scale);
tessellator.addVertex(d + scale, d1 + f4, d2);
tessellator.draw();
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
GL11.glDisable(GL11.GL_TEXTURE_GEN_Q);
GL11.glEnable(GL11.GL_LIGHTING);
}
@Override
public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f) {
GL11.glPushMatrix();
renderEndPortalSurface(d, d1, d2);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glTranslatef((float) d + 0.5F, (float) d1 + 2.25F, (float) d2 + 0.5F);
GL11.glScalef(1.0F, -1F, -1F);
GL11.glScalef(1.5f, 1.5f, 1.5f);
GL11.glPopMatrix();
}