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ItemRender doesn't work.


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Getting a strange error on my Item Renderer, first, it renders it at the shoulder, and no matter what I do, it is always on the shoulder. Second It pulls up the minecraft sprite texture sheet instead of the one I gave it... I am not sure what is wrong, here is the Item renderer class though. I can provide a screenie if necessary.




package net.CJCutrone.LegendofZelda.render.Items;


import net.CJCutrone.LegendofZelda.common.LegendofZelda;

import net.CJCutrone.LegendofZelda.render.blocks.LegendofZeldaPot;

import net.minecraft.client.Minecraft;

import net.minecraft.client.renderer.ItemRenderer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.entity.Entity;

import net.minecraft.item.ItemStack;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.util.ResourceLocation;

import net.minecraftforge.client.IItemRenderer;


import org.lwjgl.opengl.GL11;


public class RenderScroll implements IItemRenderer{


private Scroll scroll;


private static final ResourceLocation texture = new ResourceLocation(LegendofZelda.modid,"textures/models/Scroll.png");


public RenderScroll(){

this.scroll = new Scroll();



public void renderTileEntityAt(TileEntity e, double x, double y, double z, float f) {




GL11.glScalef(1.4F, 1.4F, 1.4F);









public boolean handleRenderType(ItemStack item, ItemRenderType type) {


case EQUIPPED: return  true;


case EQUIPPED_FIRST_PERSON: return true;


case INVENTORY: return true;


return true;




public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,

ItemRendererHelper helper) {


return false;




public void renderItem(ItemRenderType type, ItemStack item, Object... data) {








GL11.glTranslatef(0.5F, 20F, 0.5F);

GL11.glRotatef(1, 0F, 50F, 1F);















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Your posted code there looks pretty messed up I have to say.  Binding texture out of order, extra Pop and Pushes, a very large translate, and a strange looking rotate.  I'd suggest you get rid of all the translates and rotates, see where it renders, then add them back one at a time, a little bit at a time.


This link might help to figure out what range of coordinates you should be rendering over


There's also some sample code which might be useful, although it uses Tessellator instead of Model.







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