

There is also a flag in block model files to control ambientOcclusion, you could try messing with that. I saw another post recently where the vertex order of the faces was important, perhaps it is something to do with that. Something to do with lighting but I don't understand why a west-facing quad on the inside of the block should be black when the west-facing quad on the outside of the block is not. I'm not sure why the internal faces are black. It's a bit of head damage but I've used it as the last resort a few times. If you can't find an example of it, and don't have any luck contacting the forge guys who coded it, you could try tracing through the vanilla model loading & baking code.
BLOCKBENCH TRANSPARENCY HOW TO
So I think the multi-layer approach might work ok - I'm not sure exactly how to code it because I've always used a TileEntityRenderer for this kind of block before. If you don't do that, you get all sorts of weird clipping issues happening. If the sorting is done properly for all objects in the scene (not just your model's) then the depth buffer writing isn't critical. TRANSLUCENT apparently does depth sorting but I think it might also write to the depth buffer as well, I'm not sure. the faces which are furthest away get drawn first). Then you need to render the transparent faces next, with depth-buffer writing turned off, in the correct order (reverse sorted by depth - i.e. eg RenderType SOLID, CUTOUT, CUTOUT_MIPPED You need to render all the opaque faces first, with depth-buffer writing turned on. If I cant solve this, Ill just use "cutout_mipped" and figure out a better "looking glass" hole, but I would like to know if there is an efficient way to do this with transparent textures first.ītw, I AM on MCreator (yeah I know i suck, I gave up trying to setup blockItems in normal mods, because there are NO TUTORIALS FOR IT FFS)Īlpha blending (transparency) is difficult. Is there any way to render the frame as a Solid block, and the glass / other parts as "translucent"? Anyways, as you can see, it renders fine, the only issue is that there are pitch black shadows, and sometimes, you can see through the "frame" and see other "pieces" of the model through itself. If you've ever remodeled a transparent block in a texture pack, youll know of this horrific sight:Įxcuse the crap quality, that is the FML gradle process, not my normal MC. So I made a model and texture ingame as a base, and I set its render mode ingame to "translucent" so that the glass portions of it render correctly.
