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[SOLVED][1.11.2] Binding Texture to OBJ Entity Model


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Hello, I'm trying to render an entity with an OBJ model. The problem I'm having is that I'm not sure how to properly bind the texture for the model. I am currently using


but I do not know what # to use to have it properly bind the texture. I have tested various numbers for it and at one point 8 worked, and then at another point 9 worked. I would assume that the proper number changes as I add more textures to my mod and under different circumstances, and that using a static number is not the way to properly bind the texture.


By not binding a texture, it renders properly most of the time, but often, when other entities are on the screen as well, it renders completely black or with a strange color theme. For example: 


The top 3 entities are rendering properly with their textures. The bottom two are rendering completely black (because the Villager is being rendered as well). 



Of course, the first thing I tried was actually binding the texture using

Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation(MODID, "textures/entity/texture.png"));

and, while that does bind the texture, it seems to be scaled improperly. I also recall reading another post on a similar topic warning against using the TextureManager's bindTexture for rendering OBJ models.


Here is the relevant rendering code, if it is of use:


this.lighter = new VertexLighterFlat(Minecraft.getMinecraft().getBlockColors());
this.bakedModel = new IBakedModel[this.getEntityModel().length];
IModel model = ModelLoaderRegistry.getModelOrLogError(this.getEntityModel(), "Mod is missing a model. Please report this to the mod authors.");
this.bakedModel = model.bake(model.getDefaultState(), DefaultVertexFormats.ITEM, ModelLoader.defaultTextureGetter());

GlStateManager.bindTexture(#); // This is the # that I'm trying to figure out

Tessellator tessellator = Tessellator.getInstance();
VertexBuffer buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);

GlStateManager.rotate(180, 0, 0, 1);
GlStateManager.translate((float)-x, (float)-y, (float)z);
GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks, 0.0F, -1.0F, 0.0F);
GlStateManager.rotate(entity.rotationPitch, 1.0F, 0.0F, 0.0F);

lighter.setParent(new VertexBufferConsumer(buffer));
lighter.setBlockPos(new BlockPos(entity.posX, entity.posY, entity.posZ));

boolean empty = true;
List<BakedQuad> quads = this.bakedModel.getQuads(null, null, 0);
if(!quads.isEmpty()) {
    empty = false;
    for(BakedQuad quad : quads)
for(EnumFacing side : EnumFacing.values()) {
    quads = this.bakedModel.getQuads(null, side, 0);
    if(!quads.isEmpty()) {
        empty = false;
        for(BakedQuad quad : quads)

buffer.setTranslation(0, 0, 0);



Does anyone know how to bind the texture properly?

Edited by Furgl
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