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When binding texture and drawing quad it appears to be much darker than texture file. I tried to disable lightning, color texture white, add additional brightness through glTexEnv, but nothing changed. Example code:

[embed=425,349]

import net.minecraft.client.renderer.GlStateManager;

import net.minecraft.client.renderer.Tessellator;

import net.minecraft.client.renderer.VertexBuffer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;

import net.minecraft.client.renderer.vertex.DefaultVertexFormats;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

 

public class MultiBlockTESR extends TileEntitySpecialRenderer<TileEntity> {

 

    public static ResourceLocation TEXTURE = new ResourceLocation("textures/blocks/anvil_base.png");

 

    @Override

    public void renderTileEntityAt(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage) {

        GlStateManager.pushMatrix();

 

        //GlStateManager.disableLighting(); //Doesn't work

        //RenderHelper.disableStandardItemLighting(); //Doesn't work too

 

        GlStateManager.translate(x, y, z);

        GlStateManager.disableCull();

 

        bindTexture(TEXTURE);

       

        Tessellator tessellator = Tessellator.getInstance();

        VertexBuffer vertexBuffer = tessellator.getBuffer();

 

        vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);

        vertexBuffer.pos(0, 0, 0).tex(0, 0).endVertex();

        vertexBuffer.pos(0, 1, 0).tex(0, 1).endVertex();

        vertexBuffer.pos(1, 1, 0).tex(1, 1).endVertex();

        vertexBuffer.pos(1, 0, 0).tex(1, 0).endVertex();

 

        tessellator.draw();

        GlStateManager.popMatrix();

    }

}

[/embed]

DDr2f1m.png

 

Try setting the color to 0xffffff or ARGB 1,1,1,1 anywhere before you start drawing.

Or try enabling texture2d.

 

See if what works

  • 3 weeks later...

Try making the Block letting Light through, like glass.

catch(Exception e)

{

 

}

Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).

The problem is with isOpaqueCube in the block class.

When you set it to true it make the things you render in theTESR dark. Its linked to ambient occlusion.

Setting it to false make the TESR  fine but the problem is that i want my block to be opaque for it to not let light pass through.

Just found a solution :

int li = t.getWorld().getCombinedLight(t.getPos(), 15728640);
int i1 = li % 65536;
int j1 = li / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) i1, (float) j1);

With the opaque set to true so it doesnt let the light pass through

Why are you making a tesr?

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Is it animated/changing every frame?

If not use a normal model.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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