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Posted

I just finished my throwable item and when I throw half the time it renders the right image and the rest of the time renders random colored small flat squares.

 

Example

 

 

a31jjm.png

10yqaa9.png

2ed03et.png<--- wrong render

 

 

 

Render class

package minecraftmod;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.resources.ResourceLocation;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityFireball;
import net.minecraft.item.Item;
import net.minecraft.util.Icon;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

@SideOnly(Side.CLIENT)
public class RenderShuriken extends Render
{
  

    public RenderShuriken()
    {
    
    }

    public void doRenderFireball(EntityShuriken par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        Icon icon = TitaniumMod.Shuriken.getIconFromDamage(0);
        Tessellator tessellator = Tessellator.instance;
        float f3 = icon.getMinU();
        float f4 = icon.getMaxU();
        float f5 = icon.getMinV();
        float f6 = icon.getMaxV();
        float f7 = 1.0F;
        float f8 = 0.5F;
        float f9 = 0.25F;
        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
        this.loadTexture("/gui/items.png");
        tessellator.startDrawingQuads();
        tessellator.setNormal(0.0F, 1.0F, 0.0F);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);
        tessellator.draw();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
        
    }

    private void loadTexture(String string) {
	// TODO Auto-generated method stub

}

protected ResourceLocation func_110790_a(EntityFireball par1EntityFireball)
    {
        return TextureMap.field_110576_c;
    }

    protected ResourceLocation func_110775_a(Entity par1Entity)
    {
        return this.func_110790_a((EntityFireball)par1Entity);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRenderFireball((EntityShuriken)par1Entity, par2, par4, par6, par8, par9);

}
}

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