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Posted

Binding any textures in block custom renderers causes animations like lava, water, fire, etc. to flicker or even stop. Tried both minecraft and OpenGL ways with different parameters and combinations. Binding "/terrain.png" doesn't help. Custom renderer with a single line of rebinding

GL11.glBindTexture(GL11.GL_TEXTURE_2D, GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D));

cause even more trouble. Made sure that texture and Tessellator parameters are the same before and after render - still nothing.

Can anybody help?

Posted
  On 3/18/2013 at 6:36 PM, XZelnar said:

That's OK. I'm still glad there are people who are willing to help.

 

You could try to surround your render stuff with GL11.glPushMatrix() and GL11.glPopMatrix(), like:

pushMatrix()
your render stuff
popMatrix()

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

OK, I think I figgured it out.

GL11.glPushAttrib(GL11.GL_TEXTURE_BIT);
//bind texture, draw, after finished
GL11.glPopAttrib();

SanAndreasP, you kind of inspired it ;)

 

Thank you all for your help.

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