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So I am porting my mod from 1.12.2 to 1.16.5, and it seems, that some significant changes were made to how Tile Entity (Special) Renderers work - to be more specific, how textures are bound. From the vanilla code it seems, that each vanilla TE has its own texture atlas, that contains all the textures the TE uses. The renderers then pick the texture they want from the atlas and get it as RenderMaterial. The RenderMaterial instance is then used to get IVertexBuilder, which is used to render the ModelRenderers.

My question is, how do I achieve the same? Should I create my own atlas? Should I stitch my texture to some existing atlas? I have read something about putting the texture into textures/block, and using the block atlas, but I could not get the UVs right (and to be fair, I am still not sure if the texture even was ever stitched to the atlas). Or is there some other way to do it? From my research online it seems, people are using TER to render only items or fluids now, and keep the rest of the model in .json , or bake the models themselves/create their own render systems.

 

Edit: Ok, it seems I have managed to make it work. Turns out that TextureStitchEvent must be registered on the mod event bus, not the Forge one. Anyway, I stitch the texture in there and then just create the RenderMaterial just like Vanilla does.

Edited by Nuparu00
Solved

  • Nuparu00 changed the title to [1.16.5] [SOLVED] Binding custom texture in TER

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