Posted June 8, 201411 yr Hello Guys i found a glitchy thing over my custom render block . in super flat the lighting is fine however when i got to the real overworld this strange thingy happens. When i move on some sides the lightings gone like this. I followed the tutorial on how to rendering the model block but the lighting fix dint work thou the getBlockBrightness was i think replaced i tried to change it into getMixedBrightness anyways heres my render block code package mhfc.net.client.render.block; import org.lwjgl.opengl.GL11; import mhfc.net.client.model.block.ModelArmorStandBase; import net.minecraft.block.Block; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.init.Blocks; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraft.world.World; public class RenderArmorStandBase extends TileEntitySpecialRenderer { private ModelArmorStandBase model; private static final ResourceLocation texture = new ResourceLocation("mhfc:textures/tile/armorstandbase.png"); public RenderArmorStandBase() { model = new ModelArmorStandBase(); } public void renderTileEntityAt(TileEntity tileentity, double x, double y,double z, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y - -1.5F, (float)z + 0.5F); GL11.glRotatef(180F, 0F, 0F, 1F); bindTexture(texture); GL11.glPushMatrix(); model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glPopMatrix(); } private void adjustLightFixture(World world, int i, int j, int k, Block block) { Tessellator tess = Tessellator.instance; float brightness = block.getMixedBrightnessForBlock(world, i, j, k); int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int modulousModifier = skyLight % 65536; int divModifier = skyLight / 65536; tess.setColorOpaque_F(brightness, brightness, brightness); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) modulousModifier, divModifier); } }
June 8, 201411 yr Try this, based upon differences between your code, and the renderer for Minecraft chests. public void renderTileEntityAt(TileEntity tileentity, double x, double y,double z, float f) { GL11.glPushMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef((float)x + 0.5F, (float)y - -1.5F, (float)z + 0.5F); GL11.glRotatef(180F, 0F, 0F, 1F); bindTexture(texture); GL11.glPushMatrix(); model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } It's most likely the normal code that is your issue.
June 8, 201411 yr Author At some point it now works fine but still some when my steve goes in some short angles it does the dark lighting again
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