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[SOLVED][1.15.2] Weird light effect while Rendering


Zeide

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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
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