Posted May 1, 20214 yr I have create a quad with TER, it has the texture of water_still from vanilla Minecraft. The problem is that the texture is grey and I want to add it some color. I know how to do it, but when I add some color (red for example, whis is rgb(255, 0, 0)) it looks really strange. I think the problem is with the alpha. This is the quad code: private void addVertex(Matrix4f matrix, Matrix3f matrixNormal, IVertexBuilder vertexBuilder, float red, float green, float blue, float alpha, int combinedOverlay, int combinedLight) { vertexBuilder.vertex(matrix, 0.8125F, 0.9375F, 0.1875F).color(red, green, blue, alpha).uv(0.1875F, 0.005859375F).overlayCoords(combinedOverlay).uv2(combinedLight).normal(matrixNormal, 0.0F, 1.0F, 0.0F).endVertex(); vertexBuilder.vertex(matrix, 0.1875F, 0.9375F, 0.1875F).color(red, green, blue, alpha).uv(0.8125F, 0.005859375F).overlayCoords(combinedOverlay).uv2(combinedLight).normal(matrixNormal, 0.0F, 1.0F, 0.0F).endVertex(); vertexBuilder.vertex(matrix, 0.1875F, 0.9375F, 0.8125F).color(red, green, blue, alpha).uv(0.8125F, 0.025390625F).overlayCoords(combinedOverlay).uv2(combinedLight).normal(matrixNormal, 0.0F, 1.0F, 0.0F).endVertex(); vertexBuilder.vertex(matrix, 0.8125F, 0.9375F, 0.8125F).color(red, green, blue, alpha).uv(0.1875F, 0.025390625F).overlayCoords(combinedOverlay).uv2(combinedLight).normal(matrixNormal, 0.0F, 1.0F, 0.0F).endVertex(); } and with this line I call it in the render function: this.addVertex(matrix4f, matrixNormal, vertexBuilder, 255, 0, 0, 1, combinedOverlay, combinedLight); With this code, I think, the quad must be red, but with an alpha, but as yo can see isn´t red, it is back If I change the alpha to 255, the error still: also is I change the alpha to 0 it looks like if it is 255. Thank you in advance
May 3, 20214 yr When colors are using float type then you use values from 0 to 1. When colors are using int then you use values from 0 to 255. So, you can change to this.addVertex(matrix4f, matrixNormal, vertexBuilder, 1, 0, 0, 1, combinedOverlay, combinedLight);
May 4, 20214 yr Author Also the alpha is really transparent. I want the same alpha as water. In this photo my alpha is 192 and the RenderType is translucentNoCrumbling(). How can I get the same alpha?
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