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Posted

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

 

  • 3 weeks later...
Posted

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.

Posted

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

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