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[SOLVED][1.15.2] Weird light effect while Rendering

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Posted

Hello,

First, here is the method that i'm using to render my fluid.

 

    public static void renderFluid(IRenderTypeBuffer buffer, MatrixStack stack, Fluid fluid, float size, World world, BlockPos pos, int light) {
        ILightReader lightReader =  MinecraftForgeClient.getRegionRenderCache(world, pos);

        TextureAtlasSprite[] sprites = ForgeHooksClient.getFluidSprites(lightReader, pos, fluid.getDefaultState());

        TextureAtlasSprite sprite = sprites[0]; // Get first sprite

        IVertexBuilder builder = buffer.getBuffer(RenderType.getTranslucent());

        float[] color = getARGBFromInt(fluid.getFluid().getAttributes().getColor());

        float minU = sprite.getMinU();
        float maxU = sprite.getMaxU();
        float minV = sprite.getMinV();
        float maxV = sprite.getMaxV();

        float m = (1 - size) / 2;

        builder.pos(stack.getLast().getMatrix(), m, 0, 1 - m).color(color[1], color[2], color[3], color[0]).tex(minU, maxV).lightmap(light).normal(1, 0, 0).endVertex();
        builder.pos(stack.getLast().getMatrix(), 1 - m, 0, 1 - m).color(color[1], color[2], color[3], color[0]).tex(maxU, maxV).lightmap(light).normal(1, 0, 0).endVertex();
        builder.pos(stack.getLast().getMatrix(), 1 - m, 0, m).color(color[1], color[2], color[3], color[0]).tex(maxU, minV).lightmap(light).normal(1, 0, 0).endVertex();
        builder.pos(stack.getLast().getMatrix(), m, 0, m).color(color[1], color[2], color[3], color[0]).tex(minU, minV).lightmap(light).normal(1, 0, 0).endVertex();
    }

 

The rendering looks good but when I move the light is weird :

 

I tried to hardcode lightmap value but the problem doesn't seem to come from here.

 

Thanks for reading.

Bye.

 

EDIT :

 

This was due to an other TileEntityRenderer using RenderHelper.enabledStandartItemLightning() and RenderHelper.disableStandartItemLightning()

Edited by Zeide
Solved

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