Jump to content

[SOLVED] [1.7.10] Custom Rendered Block Lighting Bug


TheNuclearDuck

Recommended Posts

I'm attempting to create a custom rendered block, which will use a model from Techne. I've got everything rendering fine, except at random intervals I enccounter a weird lighting bug. I've tried using tessellator light values, disabling lighting, and nothing works. The rendered block switches between the two images seen below - the first (darker) one is the correct one.

 

DreWxz0.png

 

Here's the rendering code I have at the moment:

 

@Override
public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) {
TileEntityCrystal te = ((TileEntityCrystal) tileentity);
float[] components = colors[tileentity.getBlockMetadata()];

glPushMatrix(); {
	glEnable(GL_BLEND);
	glColor4f(components[0], components[1], components[2], 0.8F);

	double offsetX = (double) te.getOffsetX() / 512.0;
	double offsetZ = (double) te.getOffsetZ() / 512.0;

	glTranslated(d0 + 0.5 + offsetX, d1 + 1.5D, d2 + 0.5 + offsetZ);
	glRotatef(te.getRotation() / 255F * 360F, 0, 1, 0);
	glRotatef(180, 0F, 0F, 1F);
	this.bindTexture(texture);
	model.render(null, 0, 0, 0, 0, 0, 0.0625F, te.getDensity()); // 1/16
	glDisable(GL_BLEND);
}
glPopMatrix();
}

Any ideas?

 

PS: the black variation of the block doesn't show up at all instead of becoming brighter. I assume this is linked to the same glitch...

Link to comment
Share on other sites

Hi

 

You need to set the appropriate lighting settings otherwise you will carry over from the previous object rendered.

 

The two main settings to watch out for are the item model lighting and the block lighting (multitexturing).  This link explains it a bit.

http://greyminecraftcoder.blogspot.com.au/2014/12/lighting-18.html

 

This is a TESR example in 1.8 which renders reliably (uses the Tessellator):

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe21_tileentityspecialrenderer/TileEntitySpecialRendererMBE21.java

 

Some further info on the steps it uses

http://greyminecraftcoder.blogspot.co.at/2014/12/the-tessellator-and-worldrenderer-18.html

 

The classes in 1.8 are slightly different to 1.7 but the logic is identical.

 

You might also find this tool useful to find out what the opengl settings are - dumpAllIsEnabled() for a good render, dumpAllIsEnabled() for a bad render, and spot the difference.

 

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/usefultools/OpenGLdebugging.java

 

-TGG

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.