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[1.12.2] How could I color a block according to r, g, b & a values?

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I am a precisionist. I must have everything colored the right way. So that's why I created the RGB block: for people like me who aren't satisfied with Minecraft's 14 or so default colors and want to be able to have all 4,294,967,296 possible RGBA colors. But I've run into a big problem. I can't figure out how to color it. It is, by default, black. I am using a TileEntitySpecialRenderer. I know my tile entity's R, G, B & A values are being set (I printed them out to the console). The way they are set is kind of like a sign, as when you place it a screen pops up prompting you to enter in the RGBA values. Then the TESR takes those values in, binds a white texture, renders the model, and calls GLStateManager.color, using the TileEntityRgb's R, G, B & A values divided by 255 (as they're 0-255), and then calls pop matrix and all that stuff. But for some reason, it's still only placing black. The lighting and everything is working, it just isn't setting the correct texture. Attached is a screenshot of a block that should've been a transparent, light blue.

Here is my code for the TESR:

private static final ResourceLocation TEXTURE = new ResourceLocation(Reference.MOD_ID + ":textures/blocks/rgb.png");
	private final ModelRgbBlock MODEL = new ModelRgbBlock();
	
	@Override
	public void render(TileEntityRgb te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
		
		GlStateManager.enableDepth();
        GlStateManager.depthFunc(515);
        GlStateManager.depthMask(true);
    	
    	ModelRgbBlock model = MODEL;
    	
    	if (destroyStage >= 0) {
    		
            this.bindTexture(DESTROY_STAGES[destroyStage]);
            GlStateManager.matrixMode(5890);
            GlStateManager.pushMatrix();
            GlStateManager.scale(4.0F, 4.0F, 1.0F);
            GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
            GlStateManager.matrixMode(5888);
        } else this.bindTexture(TEXTURE);
    	
    	GlStateManager.pushMatrix();
        GlStateManager.enableRescaleNormal();
        GlStateManager.translate((float)x, (float)y + 1.0F, (float)z + 1.0F);
        GlStateManager.scale(1.0F, -1.0F, -1.0F);
        GlStateManager.translate(0.5F, 0.5F, 0.5F);
        GlStateManager.translate(-0.5F, -0.5F, -0.5F);
       
        model.renderAll();
        GlStateManager.color(te.r / 255, te.g / 255, te.b / 255, te.a / 255);
        GlStateManager.disableRescaleNormal();
        GlStateManager.popMatrix();

        if (destroyStage >= 0) {
        	
            GlStateManager.matrixMode(5890);
            GlStateManager.popMatrix();
            GlStateManager.matrixMode(5888);
        

By the way, renderAll() is just a function that renders without the need for entity variables and all that stuff that isn't needed just to render a cube.

I don't know what's going on with this code, so please, if you could, point me in the right direction on what I need to do. Thanks in advance!

2018-12-26_17.38.38.png

I like programming. I also have a lot of problems with programming. So I came here on this forum so that I could get my problems solved.

 

Thank you to everyone who has helped me on the forum! You will be appreciated.

Are your RGB values actually being synced to the client? I suspect that they're always 0 on the client, so the block is being rendered black.

 

There's no need for a TESR here at all. If you register a standard JSON model with a tint index (see the wiki), you can then register an IBlockColor that reads the RGB value from the TileEntity and returns it.

Edited by Choonster

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Huh. I never even knew there was a tint thingy. I want to stick to the TESR, though, as I eventually want you to be able to apply custom textures and rotations and stuff like that. How would I update this on the client side?

I like programming. I also have a lot of problems with programming. So I came here on this forum so that I could get my problems solved.

 

Thank you to everyone who has helped me on the forum! You will be appreciated.

2 hours ago, lyghtningwither said:

Huh. I never even knew there was a tint thingy. I want to stick to the TESR, though, as I eventually want you to be able to apply custom textures and rotations and stuff like that. How would I update this on the client side?

 

See the Forge documentation.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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