Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Rockhopper

Members
  • Content Count

    3
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Rockhopper

  • Rank
    Tree Puncher

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. But while I've got you here, @V0idWa1k3r, any ideas how I could get this working on blocks like signs and beds? The sprite being retrieved for those blocks is the purple/black missing texture pattern. Clearly retrieving their top quad isn't the way to go.
  2. Thank you @V0idWa1k3r! That was just the tip I needed to get this working. I found another post of yours elsewhere on the forum and ended up combining it with the advice here to come up with // Temporarily replace the frame buffer to write sprite data. int width = sprite.getIconWidth(); int height = sprite.getIconHeight(); Framebuffer currentFrame = Minecraft.getMinecraft().getFramebuffer(); Framebuffer spriteFrame = new Framebuffer(width, height, true); spriteFrame.bindFramebuffer(true); GlStateManager.clearColor(0, 0, 0, 1); GlStateManager.
  3. Hello everyone, I've been getting some good support in the Discord about this recently, but still haven't been able to resolve my problems. I figured I'd create a post here now that the forums are back online. What I'm trying to do: when a player types a command, I want to export an average pixel color value for the top surface of all blocks. What I've managed to do so far is to obtain the TextureAtlasSprite that I believe corresponds to the top surface of every block in the game. I cannot for the life of me figure out how to read the actual pixel values of this sprite
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.