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[1.12.2] TESR normals messed up


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Well, it seems that normals doesn't get rotated with the model itself when I use GlStateManager.rotate.

I have a JSON model. One part of it is static, and two parts are dynamic. Dynamic parts are rendered using TESR. If the facing of model placed in world is NORTH (default) - everything is rendering as it should, but when model gets rotated, static part is rendered fine and TESR part looks like normals of dynamic parts are still pointing to the NORTH direction. Here are the screenshots:


Model facing SOUTH



Model facing NORTH


TESR rendering part:

public void render(CounterTE te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {

    GlStateManager.translate(x, y, z);

    renderDoor(te, partialTicks);


public void renderDoor(CounterTE te, float partialTicks) {

    if (Minecraft.isAmbientOcclusionEnabled()) {
    } else {

    World world = te.getWorld();
    //Rotate renderer to match FACING
    GlStateManager.translate(.5F, 0, .5F);
    if(world.getBlockState(te.getPos()).getValue(CommonBlock.FACING) == EnumFacing.NORTH)GlStateManager.rotate(0, 0, 1, 0);
    if(world.getBlockState(te.getPos()).getValue(CommonBlock.FACING) == EnumFacing.EAST)GlStateManager.rotate(270, 0, 1, 0);
    if(world.getBlockState(te.getPos()).getValue(CommonBlock.FACING) == EnumFacing.SOUTH)GlStateManager.rotate(180, 0, 1, 0);
    if(world.getBlockState(te.getPos()).getValue(CommonBlock.FACING) == EnumFacing.WEST)GlStateManager.rotate(90, 0, 1, 0);
    GlStateManager.translate(-.5F, 0, -.5F);

    Tessellator tessellator = Tessellator.getInstance();
    BufferBuilder bufferBuilder = tessellator.getBuffer();
    bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
    IBlockState stateLeft = NMFBlocks.counter.getDefaultState().withProperty(Counter.ASKFOR_LEFTDOOR, true);
    IBlockState stateRight = NMFBlocks.counter.getDefaultState().withProperty(Counter.ASKFOR_RIGHTDOOR, true);
    BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();

    IBakedModel modelLeft = dispatcher.getModelForState(stateLeft);
    IBakedModel modelRight = dispatcher.getModelForState(stateRight);

    //Render LEFT door
    GlStateManager.translate(0.96875F, 0, 0.15625F);

    if(te.getMovingDelta() != 0)
        GlStateManager.rotate(-(te.getOpenProgress() + partialTicks * ((te.getMovingDelta() > 0) ? 1 : -1)), 0, 1, 0);
        GlStateManager.rotate(-te.getOpenProgress(), 0, 1, 0);
    GlStateManager.translate(-0.96875F, 0, -0.15625F);

    GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ());

    dispatcher.getBlockModelRenderer().renderModel(world, modelLeft, stateLeft, te.getPos(), bufferBuilder, true);

    GlStateManager.translate(te.getPos().getX(), te.getPos().getY(), te.getPos().getZ());

    //Render RIGHT door
    bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);

    GlStateManager.translate(0.03125F, 0, 0.15625F);
    if(te.getMovingDelta() != 0)
        GlStateManager.rotate(te.getOpenProgress() + partialTicks * ((te.getMovingDelta() > 0) ? 1 : -1), 0, 1, 0);
        GlStateManager.rotate(te.getOpenProgress(), 0, 1, 0);
    GlStateManager.translate(-0.03125F, 0, -0.15625F);

    GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ());

    dispatcher.getBlockModelRenderer().renderModel(world, modelRight, stateRight, te.getPos(), bufferBuilder, true);
    bufferBuilder.putNormal(0F, 1F, 0F);

    GlStateManager.translate(te.getPos().getX(), te.getPos().getY(), te.getPos().getZ());



TESR is necessary because of block inventory rendering. That's actually the only reason why I don't use ASM animation...


Edited by ZigTheHedge
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