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[SOLVED] How can I render a TESR without lighting? 


deerangle

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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 by deerangle
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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.

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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();

 

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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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