User:User-12316399/Blocks which do not use models

This page exists to list all blocks which are not controlled by block models as of Java Edition 1.18.2, and state motivations and benefits to converting them over to block models.

Advantages of using models

 * The ability to customize said block via a resource pack. This alone should be enough of a motivator.
 * especially seeing as them not using models makes them explicitly inconsistent from the majority...
 * All of the model-related data would be offloaded to the assets folder, rather than having to be hardcoded, thus reducing the size of the code slightly.

Disadvantages of entity rendering
The use of entity rendering for blocks, especially for fundamental parts of the block (as opposed to "additions" to the block such as the book atop enchanting tables), results in a handful of completely avoidable problems which could be easily averted by using block models instead:
 * Entity models stop rendering at a far shorter distance than other blocks do, breaking immersion (and revealing areas that should be obscured)
 * Entity models are more computationally expensive to render than block models are, which isn't exactly great for performance if a lot of entity model blocks are present
 * Several entity rendered blocks render their interior planes which should typically be inaccessible, again wasting computer resources
 * Many of these blocks render invisible in many situations such as when held by endermen
 * Many of these blocks don't produce particles when in the process of being broken (only producing them when fully broken), or when sprinted on
 * Face culling is impossible for entity-rendered blocks
 * Entity-rendered blocks appear to be shaded very subtly differently from normal block models

Even the texture files themselves pose problems this way:
 * Despite applying exclusively to blocks, the textures of these are stored in the folder for entity textures
 * Due to the way entity textures work, several regions of the texture will inevitably end up being exact duplicates of other regions, as well as containing duplicates of existing block texture files themselves
 * Entity texture dimensions tend to be far larger than individual 16-by-16 texture files