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[1.10.2] Yet another GL blend rendering mystery


Matryoshika

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Initial rundown:

I have a Block. It is called

BlockRitualMaster

. Using a

Ritual Activator

(item) & a correct placement of various blocks around the BlockRitualMaster (looked up using a custom registration of Object[][]'s containing x, y, z, Block), you "activate" it, turning it into sub-blocks, each with their own tileentity that performs a specific task.

To help with placing the multiblock around the BlockRitualMaster, the block has a basic

TileRitual

tileentity that uses a TESR. Depending on what ritual you tried to activate using the

Ritual Activator

, the tile uses the passed ritual, and looks up the

RitualRegistry

to see if the blocks the ritual requires are placed. If any are missing, it starts to render the missing blocks, where they should be, for a short period of time, before fading away again.

All of this; works just fine.

 

Except for one thing: Depending on where you stand, the first block rendered, keeps it's source-factor. Move the camera a tiny bit, and it renders just fine.

Example: Working as intended.

Example: Not working as intended.

 

I've changed the whole "render this specific block" to it's own method (

renderMultiblock

) that gets called by the TESR's

renderTileEntityAt

, and made sure to encompass the method call with the appropriate GL11.glBlendFunc, and returning the blend to it's normal state afterwards, yet that first block keeps rendering odd.

 

TESR code: http://pastebin.com/BUxxap8E

 

TL;DR:

First rendered block doesn't behave as it should when it comes to GL11.glBlendFunc. Has alpha in most angles, looks like normal block in the other angles.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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