Posted October 5, 20159 yr 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): Thanks for helping me Edit: I found the solution myslef. I had to use t.setNormal(0, 1, 0) to enable light
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