Posted May 28, 201213 yr 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. @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(); } http://calclavia.com/uploads/banner.png[/img]
May 28, 201213 yr i've noticed a lot of mods have issues with lighting. Have you tried to change the render type and render pass of the block. Also try making the block act like glass and let light pass threw it. http://i577.photobucket.com/albums/ss215/bobstrong/ModBannerMed.png[/img]
May 28, 201213 yr 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?
May 28, 201213 yr Author Ok thanks. I will look into it and get back to you. http://calclavia.com/uploads/banner.png[/img]
May 29, 201213 yr 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. http://calclavia.com/uploads/banner.png[/img]
May 29, 201213 yr Author I think I found the error! @Override public boolean isOpaqueCube() { return false; } Forgot to do this.... =_= http://calclavia.com/uploads/banner.png[/img]
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