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Archengius

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Everything posted by Archengius

  1. IBakedModel just doesn't work for blocks. What i tried: 1) Set IStateMapper for block to point on model resource location Register IBakedModel in ModelBakeEvent with location above 2) Iterate all block model locations which is used by default in DefaultStateMapper and register IBakedModel for each location Interesting facts that i found: 1) Minecraft.getMinecraft().getBlockRenderDispatcher().getModelForState(block) always returns right model that i set in event 2) Even if call above return right model, model is missing in hand and in world 3) Steps above work perfectly for items (excluding IStateMapper) Don't ask for full code. I'm pretty sure that details above is enough. However, if it REALLY will help finding solution (it won't because it's internal minecraft problem), i can demonstrate example code. And please don't say to use TESR. I won't use it anyways.
  2. 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]
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