Posted September 14, 201411 yr Hello guys! This is my ISimpleBlockRenderingHandler implementation code: GL11.glPushMatrix(); Tessellator tessellator = Tessellator.instance; tessellator.draw(); GL11.glTranslated(x, y, z); RenderUtil.bindTexture(image); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0, 1.5, 0, 0, 0); tessellator.addVertexWithUV(0, 1.5, 1, 0, 1); tessellator.addVertexWithUV(1, 1.5, 1, 1, 1); tessellator.addVertexWithUV(1, 1.5, 0, 1, 0); tessellator.draw(); RenderUtil.bindTexture(TextureMap.locationBlocksTexture); tessellator.startDrawingQuads(); GL11.glPopMatrix(); But in the work my skin texture is rendered onto the plane! I can't get it working so I ask you here: Can you help me? Is that a known bug? cbOP_
September 15, 201411 yr I'm not certain that it matters (haven't bound custom textures in ISBRHs), but why are you binding the textures after you actually draw the thing?
September 15, 201411 yr Author I got it now. For some reason it works if I add the coords of the block to the coords of the plane instead of using glTranslate, but I don't understand why it didn't work.
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