Jump to content

yasnpy

Members
  • Posts

    2
  • Joined

  • Last visited

yasnpy's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. I found the solution. I'm sharing it in case it helps someone. private static final ResourceLocation image = new ResourceLocation(Main.MODID, "textures/gui/image.png"); @SubscribeEvent public static void onRenderGui(RenderGuiOverlayEvent event) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); RenderSystem.setShaderColor(1, 1, 1, 1); event.getGuiGraphics().blit(image, 0, 0, 0, 0, 64, 64, 64, 64); RenderSystem.depthMask(true); RenderSystem.defaultBlendFunc(); RenderSystem.enableDepthTest(); RenderSystem.disableBlend(); RenderSystem.setShaderColor(1, 1, 1, 1); }
  2. private static final ResourceLocation image = new ResourceLocation(Main.MODID, "textures/gui/image.png"); @SubscribeEvent public static void onRenderGuiOverlayPre(RenderGuiOverlayEvent event) { event.getGuiGraphics().blit(image, 0, 0, 0, 0, 64, 64, 64, 64); } I tried to draw an image on the HUD screen with this code. Actually I am drawing the image, but the image is drawn opaque even though it is transparent. How can I solve this problem?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.