Posted July 28, 20169 yr 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]
July 28, 20169 yr 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
August 12, 20169 yr GL11.enable/disableLighting(); VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 12, 20169 yr allready tried with GlStateManager.disableLighting() or GL11.glDisable(GL11.GL_LIGHTING), it make the quad rendered a bit less dark but still really dark.
August 12, 20169 yr 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).
August 14, 20169 yr 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.
August 14, 20169 yr 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
August 14, 20169 yr 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
August 14, 20169 yr 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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