Posted January 1, 201510 yr Happy New Years, I have this block and no matter what I do. I can't get the lightning to normalize across all the faces. Id would also be happy if it shaded downwards across all the faces. But my preference is for uniform lighting from all sides. There is a whole slew of things I tried thats commented out in the code. public void renderBlock(TileEntitySmallBarrel tl, World world, int x, int y,int z, Block block) { Tessellator tessellator = Tessellator.instance; //float f = block.getLightOpacity(world, x, y, z); ////int l = world.getLightBrightnessForSkyBlocks(x, y, z, 0); //int l1 = l % 65536; //int l2 = l / 65536; //tessellator.setColorOpaque_F(f, f, f); //tessellator.setNormal(0.0F, 1.0F, 0.0F); //OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,(float) l1, (float) l2); //int brightness = Blocks.stone.getMixedBrightnessForBlock(world, x, y, z); //int lightValue = block.getMixedBrightnessForBlock(world, x, y, z); ////tessellator.setBrightness(brightness); //tessellator.setColorOpaque_F(0.8F, 0.8F, 0.8F); GL11.glPushMatrix(); float scale = 0.28F; GL11.glScalef(scale, scale, scale); GL11.glTranslatef(1.6F,0.05F,1.6F); GL11.glRotatef(31F, 0.0F, 1.0F, 0.0F); this.model.render(); GL11.glPopMatrix(); }
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