GhostGaming Posted October 17, 2022 Posted October 17, 2022 (edited) I have a custom block entity and whenever it renders something it appears completely dark. In it's render method, the value of packedLight is always 0. @Override public void render(CustomBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int packedOverlay) { // packedLight is always 0? } If I disable ambient occlusion in the corresponding block's properties, the block entity doesn't render dark anymore but the lighting still isn't correct. I'm basically only trying to render a solid block. Can anyone help me with this? Edited October 18, 2022 by GhostGaming Quote
warjort Posted October 17, 2022 Posted October 17, 2022 Not really my area of expertise. But if you want to render a solid block, why not just override getRenderShape() to return RenderShape.MODEL? You can then use a json model. Vanilla does this for many block entities, e.g. BarrelBlock You don't show any relevant code, but if your block is a full block it is not suprising its lightlevel is 0 - light cannot pass through or into it. If you really want to handle the lighting yourself, you can find the simple version for a solid block in ModelBlockRenderer.tesselateWithoutAO() Note the use of LevelRenderer.getLightColor() to get the light level of the neighbouring block on each face. You can also see the more complicated code for doing it with ambient occlusion in that class. Don't ask me to explain that code. 馃檪 1 Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
GhostGaming Posted October 17, 2022 Author Posted October 17, 2022 On 10/17/2022 at 8:08 PM, warjort said: Not really my area of expertise. But if you want to render a solid block, why not just override getRenderShape() to return RenderShape.MODEL? You can then use a json model. Vanilla does this for many block entities, e.g. BarrelBlock You don't show any relevant code, but if your block is a full block it is not suprising its lightlevel is 0 - light cannot pass through or into it. If you really want to handle the lighting yourself, you can find the simple version for a solid block in ModelBlockRenderer.tesselateWithoutAO() Note the use of LevelRenderer.getLightColor() to get the light level of the neighbouring block on each face. You can also see the more complicated code for doing it with ambient occlusion in that class. Don't ask me to explain that code. 馃檪 Expand Well, I'm actually trying to draw the enchanting glint over a block and that turned out way more difficult than it should be But I think your answer pushed me in the right direction. Thanks! Quote
GhostGaming Posted October 18, 2022 Author Posted October 18, 2022 I finally got it working! For anyone wanting to achieve this in the future: public void render(CustomBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight, int packedOverlay) { VertexConsumer vertexConsumer = VertexMultiConsumer.create(bufferSource.getBuffer(RenderType.glintDirect()), bufferSource.getBuffer(RenderType.solid())); BlockState blockState = CustomBlocks.CUSTOM_BLOCK.get().defaultBlockState(); Level level = blockEntity.getLevel(); BakedModel model = this.blockRenderer.getBlockModel(blockState); this.modelRenderer.tesselateBlock(level, model, blockState, blockEntity.getBlockPos(), poseStack, vertexConsumer, false, level.getRandom(), 0, packedOverlay); } @warjort, thank you so much again! Quote
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