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1.19 Rendering blocks with custom textures


Zacomat

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Hello everyone!
I have a Block with its bBockEntity.
I would like to draw it with textures that depend on the BlockEntity parameters instead of those of the BlockState.
The code I use to draw the block is:

		blockState = NetMod.NET_BLOCK.get().defaultBlockState();			
		vertexconsumer = VertexMultiConsumer.create(buffer.getBuffer(RenderType.glint()), buffer.getBuffer(RenderType.cutout()));
		pose.pushPose();
		pose.translate(0.005f, 0.005f, 0.005f);
		pose.scale(0.99f, 0.99f, 0.99f);
		dispatcher.getModelRenderer().tesselateBlock(level, model, blockState, be.getBlockPos(), pose, vertexconsumer, 
			false, level.getRandom(), light, overlay);
		pose.popPose();

The RenderType.cutout () does not allow me to specify different textures and the one defined in the blockState is taken i think.
I could solve it by declaring many models for each parameter, but it seems to me an impossible path if the parameters are many ...
Is there another way?

Thank you all!

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Pretty sure if you are tesselating blocks using the model renderer then you need to provide a different model that uses those textures.

You don't specify the textures directly. The whole point of models is that it has prebaked a lot of the information about the texture to make the rendering faster.

 

But you don't have to use a model. You can draw what you like in a BlockEntityRenderer

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.

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