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[1.10.2] TESR makes texture dark.


Archengius

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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

 

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