_bau5 Posted October 31, 2012 Share Posted October 31, 2012 I'm trying to render an item/block in game. However, the textures look to me like they are all in shades of grey. The textures are visible, barely, but the colors aren't there. It's just all grey. I've toyed around with the OpenGL functions, but quite frankly I'm crap at it and don't really know what's going on. Could use some help. Here is my code: @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float partialTick) { if(te == null || !(te instanceof TileEntityProjectBench)) { return; } TileEntityProjectBench tpb = (TileEntityProjectBench)te; renderBlocks = new RenderBlocks(te.worldObj); renderBlocks.renderBlockByRenderType(ProjectBench.instance.projectBench, (int)x, (int)y, (int)z); renderBlocks.useInventoryTint = false; ItemStack craftingResult = tpb.findRecipe(); if(craftingResult != null) { GL11.glPushMatrix(); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glDisable(GL11.GL_LIGHTING); GL11.glPushMatrix(); glTranslatef((float)x, (float)y, (float)z); glTranslatef(0.5F, 1.2F, 0.5F); glScalef(0.3F, 0.3F, 0.3F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.overrideTexture(craftingResult); this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F); GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } } Picture of problem: *Edit, sorry code isn't formatting correctly Quote Link to comment Share on other sites More sharing options...
SanAndreaP Posted November 2, 2012 Share Posted November 2, 2012 I had this problem with textures in my GUI, but dunno if you can apply this, too. I used this before rendering: RenderHelper.disableStandardItemLighting(); Put that before: this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F); Then after that: RenderHelper.enableStandardItemLighting(); If that doesn't work, swap these methods around and test it then. Quote Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works. Link to comment Share on other sites More sharing options...
_bau5 Posted November 2, 2012 Author Share Posted November 2, 2012 Awesome, I'll try that when I can. Thanks for the suggestion Quote Link to comment Share on other sites More sharing options...
_bau5 Posted November 3, 2012 Author Share Posted November 3, 2012 I had this problem with textures in my GUI, but dunno if you can apply this, too. I used this before rendering: RenderHelper.disableStandardItemLighting(); Put that before: this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F); Then after that: RenderHelper.enableStandardItemLighting(); If that doesn't work, swap these methods around and test it then. Thanks for the suggestion, but it didn't do anything. It's weird, it's like OpenGL isn't responding to any of the functions I throw in for lighting. I don't get it. Quote Link to comment Share on other sites More sharing options...
SanAndreaP Posted November 3, 2012 Share Posted November 3, 2012 Okay, then try this code: int var5 = entityliving.getBrightnessForRender(f); int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F); above: this.renderBlocks.renderBlockAsItem(Block.blocksList[craftingResult.itemID], craftingResult.getItemDamage(), 1.0F); and replace this: entityliving.getBrightnessForRender(f) with this: (float)te.worldObj.getBlockLightValue(te.xCoord, te.yCoord, te.zCoord) / 15F Quote Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works. Link to comment Share on other sites More sharing options...
_bau5 Posted November 3, 2012 Author Share Posted November 3, 2012 int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F); int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F); This is the closest I could come. Didn't change a thing. Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java Quote Link to comment Share on other sites More sharing options...
SanAndreaP Posted November 3, 2012 Share Posted November 3, 2012 int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F); int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F); This is the closest I could come. Didn't change a thing. Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java use this: int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F); instead of this: int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F); Quote Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works. Link to comment Share on other sites More sharing options...
_bau5 Posted November 3, 2012 Author Share Posted November 3, 2012 int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F); int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F); This is the closest I could come. Didn't change a thing. Here's the code on https://github.com/bau5/ProjectBench/blob/master/bau5/mods/projectbench/client/TEProjectBenchRenderer.java use this: int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F); instead of this: int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F); Still no change...So frustrating. Code now looks like this: glColor4f(1.0F, 1.0F, 1.0F, 1.0F); glPushMatrix(); glEnable(32826 /*rescale*/); glTranslatef((float)x,(float)y,(float)z); glTranslatef(0.5F, 1.2F, 0.5F); glScalef(0.3F, 0.3F, 0.3F); bindTextureByName("/terrain.png"); int var5 = (int) (tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord) / 15F * 240F); int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var6 / 1.0F, var7 / 1.0F); renderBlocks.renderBlockAsItem(Block.blocksList[stack.itemID], stack.getItemDamage(), 1.0F); glDisable(32826 /* GL_RESCALE_NORMAL_EXT */); glPopMatrix(); glColor4f(1.0F, 1.0F, 1.0F, 1.0F); Quote Link to comment Share on other sites More sharing options...
SanAndreaP Posted November 3, 2012 Share Posted November 3, 2012 Put this line after the OpenGLHelper method: GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); Quote Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works. Link to comment Share on other sites More sharing options...
_bau5 Posted November 4, 2012 Author Share Posted November 4, 2012 I got it....I finally got it. For some reason var6 and var7 were both zero, there must have been something weird going on with the get block light value method. I debugged the code for the enderman, figured out what were the appropriate values and hardcoded it in. Success. Quote Link to comment Share on other sites More sharing options...
SanAndreaP Posted November 4, 2012 Share Posted November 4, 2012 But if you hardcoded them in, then they'll glow in the dark EDIT: I forgot something in my code: int var5 = (int) (((float)tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord)) / 15F * 240F); I forgot to parse the getBlockLightValue method to float, which causes calculation errors: (int)9 / 15F = 0 (and not 0.6F). Try this before you hardcode anything in. Quote Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works. Link to comment Share on other sites More sharing options...
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