I'm creating a block and when the player is close or looks directly at my block the block has a shadowy overlay (it is meant to be completely white), this the code for my render:
@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float scale) {
Minecraft.getMinecraft().renderEngine.bindTexture(MainMod.RUNES.get(tileEntity.getBlockMetadata()).getTextureLocation());
Tessellator tessellator = Tessellator.instance;
GL11.glPushMatrix();
GL11.glTranslated(x, y, z); // +1 so that our "drawing" appears 1 block over our block (to get a better view)
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0, 0.01, 1, 0, 0);
tessellator.addVertexWithUV(1, 0.01, 1, 0, 1);
tessellator.addVertexWithUV(1, 0.01, 0, 1, 1);
tessellator.addVertexWithUV(0, 0.01, 0, 1, 0);
tessellator.draw();
GL11.glPopMatrix();
}
My blocks source has the bounds of 0, 0, 0, 1, 0, 1
canRenderInPass is set to false,
shouldSideBeRendered is false,
isOpaqueCube is false
and renderAsNormalBlock is false
some screenshots:
With shadow:
Without shadow: