When binding texture and drawing quad it appears to be much darker than texture file. I tried to disable lightning, color texture white, add additional brightness through glTexEnv, but nothing changed. Example code:
[embed=425,349]
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
public class MultiBlockTESR extends TileEntitySpecialRenderer<TileEntity> {
public static ResourceLocation TEXTURE = new ResourceLocation("textures/blocks/anvil_base.png");
@Override
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage) {
GlStateManager.pushMatrix();
//GlStateManager.disableLighting(); //Doesn't work
//RenderHelper.disableStandardItemLighting(); //Doesn't work too
GlStateManager.translate(x, y, z);
GlStateManager.disableCull();
bindTexture(TEXTURE);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexBuffer = tessellator.getBuffer();
vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
vertexBuffer.pos(0, 0, 0).tex(0, 0).endVertex();
vertexBuffer.pos(0, 1, 0).tex(0, 1).endVertex();
vertexBuffer.pos(1, 1, 0).tex(1, 1).endVertex();
vertexBuffer.pos(1, 0, 0).tex(1, 0).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
}
}
[/embed]