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Posted
this.renderHoveredToolTip(mouseX, mouseY);

at the end of your drawScreen method I believe will fix your tooltip issue.

 

Honestly no clue about your brightness issue though :)

Posted (edited)
1 hour ago, Ugdhar said:

 

Honestly no clue about your brightness issue though :)

This is my render for armor, does the the bolded line has something to do with it?

 

package com.TheRPGAdventurer.ROTD.client.render.layers;

import com.TheRPGAdventurer.ROTD.client.model.DragonModel;
import com.TheRPGAdventurer.ROTD.client.render.DragonRenderer;
import com.TheRPGAdventurer.ROTD.client.render.breeds.DefaultDragonBreedRenderer;
import com.TheRPGAdventurer.ROTD.server.entity.EntityTameableDragon;
import com.TheRPGAdventurer.ROTD.server.entity.breeds.EnumDragonBreed;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.util.ResourceLocation;

/**
 * Created by TheRPGAdventurer based on ice and fire code5.
 */
public class LayerRendererDragonArmor extends LayerRendererDragon {
    
    public LayerRendererDragonArmor(DragonRenderer renderer,
            DefaultDragonBreedRenderer breedRenderer, DragonModel model) {
        super(renderer, breedRenderer, model);
    }
    
    @Override
    public void doRenderLayer(EntityTameableDragon dragon, float moveTime,
            float moveSpeed, float partialTicks, float ticksExisted, float lookYaw,
            float lookPitch, float scale) {
        if (dragon.getArmor() != 0) {
            renderer.bindTexture(new ResourceLocation("rotd:textures/entities/armor/armor_" + (dragon.getArmor() != 1 ? dragon.getArmor() != 2 ? "diamond" : "gold" : "iron") + ".png"));
            GlStateManager.color(1, 1, 1, 1);
            model.render(dragon, moveTime, moveSpeed, ticksExisted, lookYaw, lookPitch, scale);
        }
    }

    @Override
    public boolean shouldCombineTextures() {
        return false;
    }
}
 

Edited by TheRPGAdventurer

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