Currently I have the following implementation for a custom pipe. I'd like to make this an open code review; if there's anything I can do better please say so. However, the primary issue is the texture brightness. I want the rendered texture to look exactly like that of the initial block, but setting the brightness to the default block brightness (255) doesn't seem to fix this. How do I "normalize" the texture properly?
The rendering of tile entitys in 1.10+ is really broken and is inherently relying on block state models. (take a look at piston tile entity code as an example)
You can try to imitate that code and compensate with block brightness for non static parts.
How do I "normalize" the texture properly?
You mean adding normals to the model to render the model with shading?
Rollback Post to RevisionRollBack
Not doing mc modding that much anymore because I am making a full blown game that does not have limitations that mc has. (rip Magiology for now)
I may come back if MC fixes it's rendering pipeline.
All I want to do is render this texture as though it were a block model part, and right now it renders, but the texture's color is off. I'm not sure how to make it to look like the conduit's center, so it all looks like one block. This is what I meant by "normalizing," to simply make it all look the same.
EDIT: It may also help to look at my RenderCubes helper class to know how I draw the part.
Currently I have the following implementation for a custom pipe. I'd like to make this an open code review; if there's anything I can do better please say so. However, the primary issue is the texture brightness. I want the rendered texture to look exactly like that of the initial block, but setting the brightness to the default block brightness (255) doesn't seem to fix this. How do I "normalize" the texture properly?
maybe look at the renderer for EntityItem or ItemStackRenderer
I assume you're referring to enableOutlineMode()? Even when I do something as convoluted as the following:
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(conduit.getBlockType().getMapColor(conduit.getState()).colorValue);
I still don't get a normalized texture. Using any of the functions that alter alpha will just make it more or less translucent.
The rendering of tile entitys in 1.10+ is really broken and is inherently relying on block state models. (take a look at piston tile entity code as an example)
You can try to imitate that code and compensate with block brightness for non static parts.
You mean adding normals to the model to render the model with shading?
Not doing mc modding that much anymore because I am making a full blown game that does not have limitations that mc has. (rip Magiology for now)
I may come back if MC fixes it's rendering pipeline.
All I want to do is render this texture as though it were a block model part, and right now it renders, but the texture's color is off. I'm not sure how to make it to look like the conduit's center, so it all looks like one block. This is what I meant by "normalizing," to simply make it all look the same.
EDIT: It may also help to look at my RenderCubes helper class to know how I draw the part.