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Posted (edited)

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

GlStateManager.bindTexture(#)

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: 

Spoiler

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). 

b2b9c5a638e97b15749838267af4d61d.png

 

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:

Spoiler

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());

RenderHelper.disableStandardItemLighting();
GlStateManager.pushMatrix();
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.setWorld(entity.world);
lighter.setState(Blocks.AIR.getDefaultState());
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()) {
    lighter.updateBlockInfo();
    empty = false;
    for(BakedQuad quad : quads)
        quad.pipe(lighter);
}
for(EnumFacing side : EnumFacing.values()) {
    quads = this.bakedModel.getQuads(null, side, 0);
    if(!quads.isEmpty()) {
        if(empty) 
            lighter.updateBlockInfo();
        empty = false;
        for(BakedQuad quad : quads)
            quad.pipe(lighter);
    }
}

buffer.setTranslation(0, 0, 0);
tessellator.draw();	
GlStateManager.popMatrix();
RenderHelper.enableStandardItemLighting();

 

 

Does anyone know how to bind the texture properly?

Edited by Furgl
  • 2 months later...
Posted
Just now, Furgl said:

Sure thing, this question was for the mod Minewatch that I'm working on; the GitHub for it is here.

Thanks! I'm working on getting OBJ animals and props into my role-plays!

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