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Marshall7

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  1. Sorry for bumping this, just hoping that someone might have an idea for the right way to do this. Perhaps Forge needs an additional hook?
  2. tysm I have it working now. Doing it via OverlayRegistry as follows works: MyHudOverlay = OverlayRegistry.registerOverlayTop("MyHudOverlay", (gui, mStack, partialTicks, screenWidth, screenHeight) -> { Minecraft minecraft = Minecraft.getInstance(); if (minecraft.gameMode == null) return; if (minecraft.level == null) return; TextureManager tm = minecraft.getTextureManager(); ResourceLocation rl = new ResourceLocation("minecraft", "textures/gui/recipe_book.png"); gui.setupOverlayRenderState(true, false, rl); RenderSystem.setShader(GameRenderer::getPositionTexShader); tm.bindForSetup(rl); RenderSystem.enableTexture(); RenderSystem.bindTexture(tm.getTexture(rl).getId()); RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0f); GuiUtils.drawTexturedModalRect(new PoseStack(), 0, 0, 0, 0, 16, 16, 0); }); I also found that the key thing my original code was missing was RenderSystem.setShaderTexture(0, res); (which is called inside setupOverlayRenderState) If I use that with my original code instead of using OverlayRegistry, I also get the desired result. Is there a reason/benefit to using OverlayRegistry for this task rather than RenderGameOverlayEvent ?
  3. I did see that as an alternative approach, and I tried to understand how OverlayRegistry works but couldn't see any usage examples. I found classes that call register but could not find any places where the registered items were subsequently used. Could you point me at an example or docs on how to use OverlayRegistry? Also, is there a reason why my approach above doesn't work (apparently it works for other people) ?
  4. I am trying to draw a simple icon on the screen. For starters, I thought I'd just try and draw part of an existing 256x256 texture so that I have the basic concepts working. I have the following code: public static void RenderGameOverlayEvent(RenderGameOverlayEvent.Post event) { Minecraft minecraft = Minecraft.getInstance(); TextureManager tm = minecraft.getTextureManager(); ResourceLocation rl = new ResourceLocation("minecraft", "textures/gui/recipe_book.png"); RenderSystem.setShader(GameRenderer::getPositionTexShader); tm.bindForSetup(rl); // tried with and without this RenderSystem.enableTexture(); // tried with and without this RenderSystem.bindTexture(tm.getTexture(rl).getId()); // tried with and without this RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0f); GuiUtils.drawTexturedModalRect(event.getMatrixStack(), 0, 0, 0, 0, 16, 16, 0); } And this is what gets rendered in-game (garbage): I have found that, even if I omit the calls for binding texture entirely, it makes no difference to the image. So I assume that I am not setting the texture correctly (my calls are effectively noops). I have searched the code, forum and google for examples of how to do this drawing correctly but as far as I can tell I'm doing the same as others for whom it is working. Can anyone see what I'm missing / doing wrong? Many thanks.
  5. Hi. I am drawing a series of lines in the world and everything is going well except the lines are not visible when they intersect water (as with solid blocks) I have the following code: @SubscribeEvent public static void drawLast(RenderWorldLastEvent event) { renderMyLines(event.getMatrixStack()); // Draws lines perfectly except when they are underwater (and I'm not) } @SubscribeEvent public static void drawSelection(DrawSelectionEvent event) { renderMyLines(event.getMatrix()); // Draws lines perfectly, even going underwater - BUT! ONLY when I'm looking at a block! } Is there an event I can use to render my lines such that they will be drawn correctly, even underwater and regardless of what I'm looking at? I've searched through the code for forge hooks/events (especially LevelRenderer.renderLevel() where these events are triggered) but can't seem to find anything close to the above. Many thanks.
  6. Thanks I will look at that. I am working on a sort of breadcrumb trail overlay that shows where I've been recently.
  7. Thank you! I was able to make something appear using LevelRenderer and now I have determined the key thing that was wrong with my original code: My custom render type needed to include .setShaderState(RENDERTYPE_LINES_SHADER) and for some reason I need one or both of RenderSystem.disableDepthTest(); RenderSystem.disableCull(); ...if I want to see the line through other blocks.
  8. I am trying to find the class you mentioned but StructureBlockEntityRenderer doesn't appear to exist in the vanilla code that I can see. I also cannot find any results on google for either class. I can see LevelRenderer but so far haven't been able to figure out how to use it or what is wrong with my existing code.
  9. Do you have a link to some sample code or guide? I cannot seem to find any information about those. Is my existing code completely wrong? I'd like to understand why my existing code is not working and why it is not right for the job.
  10. Hi all. New to modding so this is probably a silly question but I've searched and searched but cannot find any guides or sample code that works for 1.17.1 I have successfully created a client-side only mod that displays the player's coordinates on the screen and am now trying to draw a simple line in the world. Unfortunately, everything I have tried results in nothing displaying or a crash. My latest crash is Cannot invoke "net.minecraft.client.renderer.ShaderInstance.setSampler(String, Object)" because "shaderinstance" is null Here is the code I have so far public class MyRenderType extends RenderType { public MyRenderType(String p_173178_, VertexFormat p_173179_, VertexFormat.Mode p_173180_, int p_173181_, boolean p_173182_, boolean p_173183_, Runnable p_173184_, Runnable p_173185_) { super(p_173178_, p_173179_, p_173180_, p_173181_, p_173182_, p_173183_, p_173184_, p_173185_); } private static final LineStateShard THICK_LINES = new LineStateShard(OptionalDouble.of(3.0)); public static final RenderType OVERLAY_LINES = create("overlay_lines", DefaultVertexFormat.POSITION_COLOR, VertexFormat.Mode.LINES, 256, true, true, CompositeState.builder() .setLineState(THICK_LINES) .setLayeringState(VIEW_OFFSET_Z_LAYERING) .setTransparencyState(TRANSLUCENT_TRANSPARENCY) .setTextureState(NO_TEXTURE) .setDepthTestState(NO_DEPTH_TEST) .setCullState(NO_CULL) .setLightmapState(NO_LIGHTMAP) .setWriteMaskState(COLOR_WRITE) .createCompositeState(false) ); } /////////////// @SubscribeEvent public static void drawLast(RenderWorldLastEvent event) { MultiBufferSource.BufferSource buffer = MultiBufferSource.immediate(Tesselator.getInstance().getBuilder()); VertexConsumer builder = buffer.getBuffer(MyRenderType.OVERLAY_LINES); PoseStack matrixStack = event.getMatrixStack(); Vec3 pos = minecraft.player.position(); matrixStack.pushPose(); matrixStack.translate(-pos.x, -pos.y, -pos.z); Matrix4f matrix = matrixStack.last().pose(); // There's also a version of the vertex method that doesn't take matrixStack, I tried that too but it made no difference. builder.vertex(matrixStack, (float)-5 + 0.5f, (float)0 + 0.5f, (float)5 + 0.5f) .color(1,0,0,1f) .endVertex(); builder.vertex(matrixStack, (float)5 + 0.5f, (float)0 + 0.5f, (float)5 + 0.5f) .color(1, 0, 0, 1f) .endVertex(); // I tried adding these lines but it made no difference. //RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); //RenderSystem.setShader(GameRenderer::getPositionColorShader); buffer.endBatch(); // crashes here matrixStack.popPose(); } Any help is much appreciated
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