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[1.12.2] Block with water as material

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So i want to render a water texture when there is no block near my block. Currently i have a TileEntitySpecialRenderer which renders a block of water at the position of my block.

But when the it renders the model of my block is hidden. I mean when standing inside the block i can see the model and the water but from the outside i can only see the water.

That's the TileEntitySpecialRenderer :


public class RenderCreepvine extends TileEntitySpecialRenderer<TileEntityCreepvine> {

	public void render(TileEntityCreepvine te, double x, double y, double z, float partialTicks, int destroyStage,
			float alpha) {
		BlockPos blockpos = te.getPos();


		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
		GlStateManager.translate(x - (double) blockpos.getX(), y - (double) blockpos.getY(), z - (double) blockpos.getZ());
		BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
		blockrendererdispatcher.renderBlock(Blocks.WATER.getDefaultState(), blockpos, te.getWorld(), bufferbuilder);





And a pictures how it currently looks like:




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Unless it does more than I think it does, I suspect your block should use a FastTESR instead of a TileEntitySpecialRenderer, and in fact, that might make it easier to solve the problem.

I think what's happening is that the vertices (and by extension, the quads) aren't being rendered in the correct order. Minecraft sorts the vertices into the correct order under certain conditions, so that transparency looks right, but it doesn't do that for TESRs because it never gets its hands on your BufferBuilder (whereas all FastTESRs share a BufferBuilder within their shared Tessellator).

It does, however, sort the FastTESRs' batched vertex buffer, which is why you could make things easier by switching over. If you do end up using a FastTESR, you should opt-in to the vertex-sorting render pass by returning true from TileEntity#shouldRenderInPass() during pass #1 instead of pass #0.

Otherwise, you should be able to sort the vertices within the TESR yourself, by using BufferBuilder#sortVertexData(), passing in the (x, y, z) coordinates of the player's eyeballs.

  • Thanks 1

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

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