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Posted
        GlStateManager.pushMatrix();

        GlStateManager.color(255, 5f, 5f, 0.50f);

        GlStateManager.disableBlend();
        GlStateManager.disableTexture2D();
        GlStateManager.disableAlpha();

        Tessellator tes = Tessellator.getInstance();

        WorldRenderer worldrenderer = tes.getWorldRenderer();

        worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);

        worldrenderer.pos(x + (length * Math.cos(angle)), y + (length * Math.sin(angle)), 0.0).tex(0.0, 1.0).endVertex();
        worldrenderer.pos(x + (length * 0.5D * Math.cos(angle - arrowBackAngle)), y + (length * 0.5D * Math.sin(angle - arrowBackAngle)), 0.0).tex(1.0, 1.0).endVertex();
        worldrenderer.pos(x + (length * 0.3D * Math.cos(angle + Math.PI)), y + (length * 0.3D * Math.sin(angle + Math.PI)), 0.0).tex(1.0, 0.0).endVertex();
        worldrenderer.pos(x + (length * 0.5D * Math.cos(angle + arrowBackAngle)), y + (length * 0.5D * Math.sin(angle + arrowBackAngle)), 0.0).tex(0.0, 0.0).endVertex();
        tes.draw();

        GlStateManager.popMatrix();

        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
        GlStateManager.enableAlpha();

        GlStateManager.color(1, 1, 1, 1);

 

What exactly am I doing wrong? It's suppose to make a red arrow, but it makes a black instead. I've also tried worldrenderer.color without success. Did I forget to enable something? 

5 hours ago, Abeez11 said:

WorldRenderer worldrenderer = tes.getWorldRenderer();

Weren't you told to update to a modern version of minecraft? Simply creating a new thread and prefixing it with [1.12.2] while staying on the old version is not good enough. Do actually update.

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