Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hey there,

I just tried to use the Tessellator in a TileEntitySpecialRenderer and everytime I try to render something the texture is just too dark.

Here is my small testing TESR (This just draws the top side of a block):

    @Override
    public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float p_147500_8_) {
        GL11.glPushMatrix();

        GL11.glTranslated(x, y, z);

        bindTexture(TextureMap.locationBlocksTexture);

        RenderBlocks render = new RenderBlocks(tile.getWorldObj());

        Tessellator t = Tessellator.instance;
        t.startDrawingQuads();

        //makes no difference
        //GL11.glEnable(GL11.GL_BLEND);
        //GL11.glEnable(GL11.GL_LIGHTING);
        //t.setBrightness(tile.getBlockType().getMixedBrightnessForBlock(tile.getWorldObj(), tile.xCoord, tile.yCoord, tile.zCoord));
        //t.setColorOpaque_F(1.0F, 1.0F, 1.0F);

        //Just for testing purpose
        IIcon icon = Blocks.glass.getBlockTextureFromSide(0);

        float u = icon.getMinU();
        float v = icon.getMinV();
        float U = icon.getMaxU();
        float V = icon.getMaxV();

        t.addVertexWithUV(0, 1, 1, u, v);
        t.addVertexWithUV(1, 1, 1, u, V);
        t.addVertexWithUV(1, 1, 0, U, V);
        t.addVertexWithUV(0, 1, 0, U, v);

        t.draw();


        GL11.glPopMatrix();
    }

 

And my block:

public class BlockTest extends Block {
    public BlockTest() {
        super(Material.glass);

        setCreativeTab(CreativeTabs.tabFood);
    }

    @Override
    public TileEntity createTileEntity(World world, int metadata) {
        return new TileTest();
    }

    @Override
    public boolean renderAsNormalBlock() {
        return false;
    }

    @Override
    public boolean isOpaqueCube() {
        return false;
    }

    @Override
    public int getRenderType() {
        return -1;
    }

    @Override
    public boolean hasTileEntity(int metadata) {
        return true;
    }
}

 

and the ingame result (my BlockTest and a vanilla glass block for comparison):

testresult.png

 

Thanks for helping me  :)

 

Edit: I found the solution myslef. I had to use t.setNormal(0, 1, 0) to enable light

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.