well for starters i use this
bufferBuilder.begin(GL11.GL_QUADS,Attributes.DEFAULT_BAKED_FORMAT);
and not
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
not that i am saying that it could not work, but you are using bakedModels
private void renderReagent(CauldronTile te, float red, float green, float blue){
GlStateManager.pushMatrix();
/*maybe this could help for the dark model \/\/*/
GL11.glDisable(GL11.GL_LIGHTING);
bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
// GlStateManager.enableBlend();
// GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
// GlStateManager.color(red, green, blue, .2f);
GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY()+1.0F, -te.getPos().getZ()+1.0F);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL11.GL_QUADS, Attributes.DEFAULT_BAKED_FORMAT);//I prefer this since you are using bakedModels
Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModel(getWorld(),getBakedModel(), getWorld().getBlockState(te.getPos()),te.getPos(),bufferbuilder, true);
tessellator.draw();
// GlStateManager.disableBlend();
GlStateManager.translate(te.getPos().getX(), te.getPos().getY(), te.getPos().getZ());
GlStateManager.popMatrix();
/*maybe this could help for the dark model \/\/*/
GL11.glEnable(GL11.GL_LIGHTING);
}
And why are you translating back when done rendering? xs