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Posted

I'm making custom models and renders for my entities, not using ModelBase. Basically they are presets of shapes so I can make complicated models faster. Sometimes they use texture, sometimes they use pure color (like GlStateManager.color((float) r, (float) g, (float) b, (float) a))

 

The models render really well, with color or texture, if there is no shader running.

But when GLSL shader is on, they either become tinted, noised, and sometimes even invisible.

 

Does anyone know the cause of this? :( I tried switching between GL11 functions and GlStateManager functions, no different, So i kinda ran out of ideas.

 

This is rendering ok

PNcSmCX.png

 

These are having problems

wUobrIT.png

wfkLeOa.png

41PEras.png

181aQvo.png

mnmE090.png

 

These are the codes.

 

CustomModelBase (the base for shapes like cubes, pipes, spheres,...)

 

  Reveal hidden contents

 

 

CMBox (the cube model)

 

  Reveal hidden contents

 

 

Model Drone file

 

  Reveal hidden contents

 

 

Render file

 

  Reveal hidden contents

 

Posted

I probably can't help you myself, but you should post your code to increase the chances of someone else being able to help you.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Please post the textures with their size and the models.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

I didn't notice that the problem is with GLSL shader.

It can hack with shaders and might always require textures to render the entire world. So, there is no much hope for it.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Technically, if they require to render everything with texture, it's shaders' problem. You should probably report that. Meanwhile, use other shaders (or if you're feeling like editing shaders, add boolean uniform in fragment shader to activate/deactivate texture, if it's false, use only color - without multiplying it by

tex

).

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