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Posted

Hi,

 

The lighting on my custom rendered block is weird at a certain angle of view. It gets dark when I look up a bit. I made a short video where I show what happens. Does anyone have an idea about what goes wrong and/or how to solve it?

 

Video: http://youtu.be/63D854gBDIM

 


Version: 1.7.10 - 10.13.0.1180

 

Block:

Material: Material.rock

getRenderType() : -1

renderAsNormalBlock() : false

isOpaqueCube() : false

 

BlockBounds:

- minX: O

- minY: -2*O

- minZ: O

- maxX: I

- maxY: O

- maxZ: I

 

Constants:

O = 0.125

I = 1 - O

U = -0.5

D = -0.25

 

Render code in my render class, extending TileEntitySpecialRenderer:

	public void renderTileEntityAt(TileEntity _tile, double x, double y, double z, float d) {
	GL11.glPushMatrix();
	GL11.glTranslated(x, y + D, z);
	Tessellator t = Tessellator.instance;
	this.bindTexture(texture);
	t.startDrawing(GL11.GL_QUADS);
	// Top
	t.addVertexWithUV(O, U, O, 0, 0);
	t.addVertexWithUV(O, U, I, 0, 0.5);
	t.addVertexWithUV(I, U, I, 0.25, 0.5);
	t.addVertexWithUV(I, U, O, 0.25, 0);
	// Bottom
	t.addVertexWithUV(I, 0, O, 0.25, 0.5);
	t.addVertexWithUV(I, 0, I, 0.25, 1);
	t.addVertexWithUV(O, 0, I, 0, 1);
	t.addVertexWithUV(O, 0, O, 0, 0.5);
	// Side I
	t.addVertexWithUV(O, 0, O, 0.5, 0.5);
	t.addVertexWithUV(O, U, O, 0.5, 0.1875);
	t.addVertexWithUV(I, U, O, 0.75, 0.1875);
	t.addVertexWithUV(I, 0, O, 0.75, 0.5);
	// Side II
	t.addVertexWithUV(I, 0, I, 1, 0.5);
	t.addVertexWithUV(I, U, I, 1, 0.1875);
	t.addVertexWithUV(O, U, I, 0.75, 0.1875);
	t.addVertexWithUV(O, 0, I, 0.75, 0.5);
	// Side III
	t.addVertexWithUV(I, 0, O, 0.5, 1);
	t.addVertexWithUV(I, U, O, 0.5, 0.5 + 0.1875);
	t.addVertexWithUV(I, U, I, 0.75, 0.5 + 0.1875);
	t.addVertexWithUV(I, 0, I, 0.75, 1);
	// Side IIII
	t.addVertexWithUV(O, 0, I, 1, 1);
	t.addVertexWithUV(O, U, I, 1, 0.5 + 0.1875);
	t.addVertexWithUV(O, U, O, 0.75, 0.5 + 0.1875);
	t.addVertexWithUV(O, 0, O, 0.75, 1);
	t.draw();
	GL11.glPopMatrix();
}

Posted

Hi

 

What is happening is that you're not properly setting up all the lighting for your block before rendering it.  So it is being affected by the last object that was rendered.

 

Look at a vanilla renderer to see what you're missing.

 

Typically for TileEntityRenderers you just need

            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);  // full white

or

            tessellator.setColorOpaque(1, 1, 1);

 

You might also need

RenderHelper.disableStandardItemLighting();

-TGG

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