Posted December 27, 20177 yr I have been trying to get my TESR to render for quite some time without any success, I get an empty cube without Textures at all times. My Block: Spoiler public class BlockMod extends Block implements ITileEntityProvider { public BlockMod() { super(Material.ROCK); setUnlocalizedName(mymod.MODID + ".block_mod"); setRegistryName("block_mod"); setHarvestLevel("pickaxe", 3); setHardness(4.0F); setCreativeTab(mymod.creativeTab); } @SideOnly(Side.CLIENT) public void initModel() { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory")); // Bind our TESR to our tile entity ClientRegistry.bindTileEntitySpecialRenderer(ModTileEntity.class, new ModTESR()); } @Override public TileEntity createNewTileEntity(World worldIn, int meta) { return new ModTileEntity(); } @Override @SuppressWarnings("deprecation") @SideOnly(Side.CLIENT) public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess worldIn, BlockPos pos, EnumFacing side) { return false; } @Override @SuppressWarnings("deprecation") public boolean isBlockNormalCube(IBlockState blockState) { return false; } @Override @SuppressWarnings("deprecation") public boolean isOpaqueCube(IBlockState blockState) { return false; } privateModTileEntity getTE(World world, BlockPos pos) { return (ModTileEntity) world.getTileEntity(pos); } } My TileEntity (pretty much empty for now): Spoiler public class ModTileEntity extends TileEntity { } My TESR: Spoiler public class ModTESR extends TileEntitySpecialRenderer<ModTileEntity> { public void render(ModTileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) { Tessellator tess = Tessellator.getInstance(); BufferBuilder buffer = tess.getBuffer(); GlStateManager.pushMatrix(); //Render smooth stuff RenderHelper.disableStandardItemLighting(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.translate(x, y + 1, z); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); buffer.color(255, 0, 0, 255); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.DOWN); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.UP); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.NORTH); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.SOUTH); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.EAST); buildQuad(buffer, 0, 0, 0, 1, 1, 1, EnumFacing.WEST); tess.draw(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); RenderHelper.enableStandardItemLighting(); } public static void buildQuad(BufferBuilder renderer, double x, double y, double z, double w, double h, double d, EnumFacing face) { double s = 0.1; double x1 = x + s; double x2 = x + w - s; double y1 = y + s; double y2 = y + h - s; double z1 = z + s; double z2 = z + d - s; switch (face) { case DOWN: renderer.pos(x1, y1, z1).endVertex(); renderer.pos(x2, y1, z1).endVertex(); renderer.pos(x2, y1, z2).endVertex(); renderer.pos(x1, y1, z2).endVertex(); break; case UP: renderer.pos(x1, y2, z1).endVertex(); renderer.pos(x1, y2, z2).endVertex(); renderer.pos(x2, y2, z2).endVertex(); renderer.pos(x2, y2, z1).endVertex(); break; case NORTH: renderer.pos(x1, y1, z1).endVertex(); renderer.pos(x1, y2, z1).endVertex(); renderer.pos(x2, y2, z1).endVertex(); renderer.pos(x2, y1, z1).endVertex(); break; case SOUTH: renderer.pos(x1, y1, z2).endVertex(); renderer.pos(x2, y1, z2).endVertex(); renderer.pos(x2, y2, z2).endVertex(); renderer.pos(x1, y2, z2).endVertex(); break; case WEST: renderer.pos(x1, y1, z1).endVertex(); renderer.pos(x1, y1, z2).endVertex(); renderer.pos(x1, y2, z2).endVertex(); renderer.pos(x1, y2, z1).endVertex(); break; case EAST: renderer.pos(x2, y1, z1).endVertex(); renderer.pos(x2, y2, z1).endVertex(); renderer.pos(x2, y2, z2).endVertex(); renderer.pos(x2, y1, z2).endVertex(); break; } } } I am already happy if anything renders at all, since then I can at least see what is happening. But it seems my render function is never called. When I try to make the console give a System.out.println it never shows up. What could be the problem here? Edit: My block and TileEntity are registered correctly, since I have done some other TileEntities and Blocks already. Edited December 27, 20177 yr by Calous
December 27, 20177 yr Did you register your TESR with your TileEntity using [ClientRegistry.bindTileEntitySpecialRenderer]? This has to happen after you register your TileEntity.
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