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[1.19] Custom head rendering problem


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I'm having trouble rendering my own head. If I place a head that has my skin texture and another one next to it (without texture - completely black) my skin is visible on the second one until the first head disappears from view. 
How to make the second head always be all black?




public class CustomSkullRenderer implements BlockEntityRenderer<CustomSkullBlockEntity> {
	SkullModelBase headModel;
	RenderType rendertype;
	DynamicTexture texture;
	private int[][] oldTextureMap;
	public CustomSkullRenderer(BlockEntityRendererProvider.Context context) {
		headModel = new SkullModel(context.bakeLayer(ClientSetup.HEAD));
		rendertype = null;		
		oldTextureMap = new int[16][32];
		texture = new DynamicTexture(64, 64, true);
	public void render(CustomSkullBlockEntity be, float p_112308_, PoseStack pose, MultiBufferSource buffer, int light, int p_112312_) {  
		try {
			if(rendertype == null) {
				Minecraft.getInstance().getTextureManager().register(be.getLocation(), texture);
				rendertype = CustomRenderType.createSkullRenderType(be.getLocation());
		} catch(Exception e) {
      BlockState blockstate = be.getBlockState();
      boolean flag = blockstate.getBlock() instanceof CustomSkullWall;
      Direction direction = flag ? blockstate.getValue(CustomSkullWall.FACING) : null;
      float f1 = 22.5F * (float)(flag ? (2 + direction.get2DDataValue()) * 4 : blockstate.getValue(CustomSkull.ROTATION));
      if(direction == null) {
      	pose.translate(0.5D, 0.0D, 0.5D);
      } else {
      	pose.translate((double)(0.5F - (float)direction.getStepX() * 0.25F), 0.25D, (double)(0.5F - (float)direction.getStepZ() * 0.25F));

      pose.scale(-1.0F, -1.0F, 1.0F);
      VertexConsumer vertexconsumer = buffer.getBuffer(rendertype);
      headModel.setupAnim(0, f1, 0);
      headModel.renderToBuffer(pose, vertexconsumer, light, OverlayTexture.NO_OVERLAY, 1.0F, 1.0F, 1.0F, 1.0F);

	public void updateImage(CustomSkullBlockEntity be) {		
		boolean update = false;
		for(int y = 0; y < be.getTextureMap().length; y++) {
      	for(int x = 0; x < be.getTextureMap()[y].length; x++) {
      		if(oldTextureMap[y][x] != be.getTextureMap()[y][x]) {
      			setColorToImage(x, y, be.getTextureMap()[y][x]);
      			update = true;

		if(update) {
	public void setColorToImage(int x, int y, int color) {						
		texture.getPixels().setPixelRGBA(x, y, color);
		oldTextureMap[y][x] = color;
public static RenderType createSkullRenderType(ResourceLocation location) {
      RenderType.CompositeState rendertype$compositestate = RenderType.CompositeState.builder()
      		.setTextureState(new RenderStateShard.TextureStateShard(location, false, false))
      return RenderType.create(Main.MODID + "_head", DefaultVertexFormat.NEW_ENTITY, VertexFormat.Mode.QUADS, 256, true, true, rendertype$compositestate);


Edited by grossik
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  • grossik changed the title to [1.19] Custom head rendering problem

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