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Showing content with the highest reputation on 02/25/17 in all areas

  1. EntitiyLiving, EntitiesLivingBase, or other things that extend EntityLivingBase that would be appropriate.
    1 point
  2. Does your ClientProxy extend CommonProxy?
    1 point
  3. You need to call your actions on the main thread. From the Forge Documentation:
    1 point
  4. You need to handle any references to client-only classes through your proxy, with methods that return the client player, the client world, etc. In your client proxy, implement these to return the appropriate values. In your server proxy, implement these to throw an exception (because they should never be called on the logical or physical server).
    1 point
  5. Subscribe to RenderGameOverlayEvent, and draw your information in whatever form you want it.
    1 point
  6. You can also try foamfix as it reduces memory usage by a lot http://asie.pl/foamfix/
    1 point
  7. If you look for usages of the method, you'll see that PotionUtils.addPotionTooltip uses I18n.translateToLocal to localise it for potion tooltips.
    1 point
  8. Maybe I thought too complicated I think the best solution is doing it like minecraft. Simple and works perfect for me.
    1 point
  9. You know the day is good when you beat one of design problems. GL11.glEnable(GL11.GL_STENCIL_TEST); // Turn on da test GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT); // Flush old data GL11.glStencilMask(0xFF); // Writing = ON GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0xFF); // Always "add" to frame GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE); // Replace on success //Anything rendered here becomes "cut" frame. GL11.glStencilMask(0x00); // Writing = OFF GL11.glStencilFunc(GL11.GL_NOTEQUAL, 0, 0xFF); // Anything that wasn't defined above will not be rendered. //Anything rendered here will be cut if goes beyond frame defined before. GL11.glDisable(GL11.GL_STENCIL_TEST); // Turn this shit off! EDIT: Edited code to more universal.
    1 point
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