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Posted

I wanted to do a custom render for my block. The textures are all correctly place. The problem is that the tile entity becomes a black box. The problem is with the lighting of the block I think, but I am not sure how to solve it. It is a tile entity special renderer of course.

 

blackblock.png

 

@Override
public void renderTileEntityAt(TileEntity par1, double par2, double par4, double par6, float par8)
{
	UETileEntity blockToBeRendered = (UETileEntity)par1;
	this.bindTextureByName(blockToBeRendered.getTextureFile());
	GL11.glPushMatrix();
        GL11.glTranslatef((float)par2+0.5F, (float)par4+0.5F, (float)par6+0.5F);
        this.blockRenderer.renderBlockAsItemWithMetaData(UniversalElectricity.getMachine(0), 0, blockToBeRendered.getBlockBrightness(), blockToBeRendered.getBlockMetadata());
        GL11.glPopMatrix();
}

That is generally caused by not resetting the lighting state in your TESR before rendering anything.

 

I do not have the code handy so I do not know it off hand, but I think the enchantment table and piston use it, so maybe look at their rendering code?

  • Author

Alright, I am still stumped. I tried rendering it like this:

 

public void renderBlockAsItemWithMetaData(Block par1Block, int par2, float par3, int metadata)
    {    	
        Tessellator var4 = Tessellator.instance;

        int var10;
        par1Block.setBlockBoundsForItemRender();
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
        var4.startDrawingQuads();
        var4.setNormal(0.0F, -1.0F, 0.0F);
        this.renderBottomFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(0, metadata));
        var4.draw();

        var4.startDrawingQuads();
        var4.setNormal(0.0F, 1.0F, 0.0F);
        this.renderTopFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(1, metadata));
        var4.draw();

        var4.startDrawingQuads();
        var4.setNormal(0.0F, 0.0F, -1.0F);
        this.renderEastFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(2, metadata));
        var4.draw();
        var4.startDrawingQuads();
        var4.setNormal(0.0F, 0.0F, 1.0F);
        this.renderWestFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(3, metadata));
        var4.draw();
        var4.startDrawingQuads();
        var4.setNormal(-1.0F, 0.0F, 0.0F);
        this.renderNorthFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(4, metadata));
        var4.draw();
        var4.startDrawingQuads();
        var4.setNormal(1.0F, 0.0F, 0.0F);
        this.renderSouthFace(par1Block, 0.0D, 0.0D, 0.0D, par1Block.getBlockTextureFromSideAndMetadata(5, metadata));
        var4.draw();
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    }

 

I'm not very good at rendering things, so I am not sure how would I set a light value. Basically what I am trying to do is to render a normal standard block in a specific position. Why am I doing this? 2 reasons:

 

The block's texture file is unknown and can change.

The block will rotate when right clicked with a wrench. Having a custom render should make the change happen.

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