Hello!
I have spent whole today trying to find a solution to something like this, googling, looking at this forum, everything... I came here hoping that someone might be able to help me.
I used to maintain a mod called HEXCraft in 1.7.10. Probably the most important feature of this mod were the glow effects of almost all blocks. I used to achieve this by rendering in two separate passes using ISimpleBlockRenderingHandler: one pass for the inner glow texture, and one pass for the outer texture with normal shading. I am currently porting this mod to 1.10.2, and virtually everything has changed to the point that I am rewriting the whole mod ground-up. I've spent most of the day trying to figure out how to achieve the glow effect again. I've read about the existence of IBakedModel and ISmartBlockModel, but I've not been able to find any straight tutorials on how to use them correctly, especially for something like this...
Here is how the effect used to look like: http://dl.celestek.xyz/thorinair/Minecraft/2017-04-08_17.59.06.png
Some more screenshots of the glow on various blocks are here on my Wiki: http://wiki.celestek.xyz/index.php?title=HEXCraft
And here is how it obviously looks now without the glow: http://dl.celestek.xyz/thorinair/Minecraft/2017-04-08_17.55.57.png
Here is the original source code of the 1.7.10 version, specifically of the ISimpleBlockRenderingHandler for the glowing blocks: https://github.com/CelesTek-Team/HexCraft/blob/master/main/java/com/celestek/hexcraft/client/renderer/HexBlockRenderer.java
And here is the whole source so far of the 1.10.2 version: https://github.com/CelesTek-Team/HexCraft/tree/1.10.2 Note that so far, only the basic items and the ore blocks are implemented, with the ore blocks not glowing. Most of the code are bits and pieces from Choonster's TestMod3 clumped together to make the basic stuff work (I haven't cleaned it up yet properly, but it should be understandable).
I honestly don't know how to proceed to combine all of this and make a glowing effect. I tried to use the
"shade": false
for the model, but that is useless as this only works when the block emits light. These blocks should never emit actual light.