Posted April 7, 20196 yr I need to render a quad in my TESR without lighting. It should always have full brightness (because it is a screen which "emits light"). How could that be achieved? I've tried using GlStateManager.disableLighting() but that didn't work. I also tried GL11.glDisable(GL11.GL_LIGHTING) without success. My current rendering code: GlStateManager.pushMatrix(); GlStateManager.disableLighting(); GlStateManager.enableRescaleNormal(); RenderHelper.disableStandardItemLighting(); GL11.glTranslated(x, y, z); GlStateManager.bindTexture(cam.getTexture()); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder.pos(15 * px - 0.001, 1 - px + 0.01, px - 0.01).tex(0.0D, 1.0D).endVertex(); bufferbuilder.pos(15 * px - 0.001, px - 0.01, px - 0.01).tex(0.0D, 0.0D).endVertex(); bufferbuilder.pos(15 * px - 0.001, px - 0.01, 1 - px + 0.01).tex(1.0D, 0.0D).endVertex(); bufferbuilder.pos(15 * px - 0.001, 1 - px + 0.01, 1 - px + 0.01).tex(1.0D, 1.0D).endVertex(); tessellator.draw(); GlStateManager.bindTexture(0); GL11.glTranslated(-x, -y, -z); RenderHelper.enableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); Edited April 7, 20196 yr by deerangle
April 7, 20196 yr You don't need a TESR for "emissive quads", this is perfectly achievable with a custom IBakedModel implementation. 1 hour ago, deerangle said: GL11.glTranslated(x, y, z); Don't use GL directly. Use GlStateManager. You also don't need to do anything with the matrix here. 1 hour ago, deerangle said: RenderHelper.disableStandardItemLighting(); Why? This if for GUI rendering. 1 hour ago, deerangle said: GlStateManager.bindTexture(cam.getTexture()); You can use a DynamicTexture for this, no need to operate with GL directly. 1 hour ago, deerangle said: GlStateManager.bindTexture(0); You don't need to do that. 1 hour ago, deerangle said: GL11.glTranslated(-x, -y, -z); You don't need to do that either since you are popping the matrix anyway. 1 hour ago, deerangle said: GlStateManager.enableRescaleNormal(); You are not specifying a normal vector anyway and the default one should already be normalized, there is no need to do this. You can use a format that specifies the lightmap and pass the fullbright lightmap coordinates manually.
April 7, 20196 yr Author Would a DynamicTexture really work? I'm rendering the color buffer attachment of a framebuffer, which is a GL texture... Also, I need to access values from my TileEntity when rendering, hence I'm using a TESR. Could you please elaborate on how one would achieve this?: 40 minutes ago, V0idWa1k3r said: You can use a format that specifies the lightmap and pass the fullbright lightmap coordinates manually. I have tried it with this, but now the quad is appearing completely black: Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR); bufferbuilder.pos(15 * px - 0.001, 1 - px + 0.01, px - 0.01).tex(0.0D, 1.0D).color(1, 1, 1, 1f).lightmap(255, 255).endVertex(); bufferbuilder.pos(15 * px - 0.001, px - 0.01, px - 0.01).tex(0.0D, 0.0D).color(1, 1, 1, 1f).lightmap(255, 255).endVertex(); bufferbuilder.pos(15 * px - 0.001, px - 0.01, 1 - px + 0.01).tex(1.0D, 0.0D).color(1, 1, 1, 1f).lightmap(255, 255).endVertex(); bufferbuilder.pos(15 * px - 0.001, 1 - px + 0.01, 1 - px + 0.01).tex(1.0D, 1.0D).color(1, 1, 1, 1f).lightmap(255, 255).endVertex(); tessellator.draw();
April 7, 20196 yr 16 minutes ago, deerangle said: Would a DynamicTexture really work? I'm rendering the color buffer attachment of a framebuffer, which is a GL texture... Hmm, I see. I think minecraft has a system to get a dynamic texture from a framebuffer but yeah, if that's your usecase then sure, it's fine. 17 minutes ago, deerangle said: I have tried it with this, but now the quad is appearing completely black: Your specified format is pos+uv+lmap+color yet you are specifying the data in a different order. The order matters. Also 255, 255 isn't fullbright weirdly enough. Use 240 instead.
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