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OsipXD

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    http://endlessworlds.ru/
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    I love EndlessWorlds :3

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  1. @TheGreyGhost Thanks a lot. I wrote GL11.glTranslatef(0.0f, 0.0f,-1.0f), and that helped. But I'm not quite sure what it is the right decision. Is not it bad form? @coolAlias Thanks for the advice. I've tried it, but it did not help. P.S. I like it :3 [spoiler=Screenshot]
  2. Oh... it's a pity :sad:... Thanks for trying to help P.S. I tried to write the method drawRect without tessellator. When I add the last line GL11.glLoadIdentity(); rectangle becomes transparent, but a new problem arises. All included as a standard GUI becomes invisible. Without this line, rectangle, still not transparent. [spoiler=Code] /** * Draws a solid color rectangle with the specified coordinates and color. Args: x1, y1, x2, y2, color */ public static void drawRect(int par0, int par1, int par2, int par3, int par4) { int j1; if (par0 < par2) { j1 = par0; par0 = par2; par2 = j1; } if (par1 < par3) { j1 = par1; par1 = par3; par3 = j1; } float f = (float)(par4 >> 24 & 255) / 255.0F; float f1 = (float)(par4 >> 16 & 255) / 255.0F; float f2 = (float)(par4 >> 8 & 255) / 255.0F; float f3 = (float)(par4 & 255) / 255.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(f1, f2, f3, f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f((float) par0, (float) par3); GL11.glVertex2f((float) par2, (float) par3); GL11.glVertex2f((float) par2, (float) par1); GL11.glVertex2f((float) par0, (float) par1); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); // ** THE MAGIC BEGINS ** GL11.glLoadIdentity(); // ** MAGIC ENDS *** } [spoiler=Screenshot] I almost do not know how to use LWJGL. Help please.
  3. Thanks for the advice, but method darwRect() contains this. [spoiler=Gui.drawRect()] /** * Draws a solid color rectangle with the specified coordinates and color. Args: x1, y1, x2, y2, color */ public static void drawRect(int par0, int par1, int par2, int par3, int par4) { int j1; if (par0 < par2) { j1 = par0; par0 = par2; par2 = j1; } if (par1 < par3) { j1 = par1; par1 = par3; par3 = j1; } float f = (float)(par4 >> 24 & 255) / 255.0F; float f1 = (float)(par4 >> 16 & 255) / 255.0F; float f2 = (float)(par4 >> 8 & 255) / 255.0F; float f3 = (float)(par4 & 255) / 255.0F; Tessellator tessellator = Tessellator.instance; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(f1, f2, f3, f); tessellator.startDrawingQuads(); tessellator.addVertex((double)par0, (double)par3, 0.0D); tessellator.addVertex((double)par2, (double)par3, 0.0D); tessellator.addVertex((double)par2, (double)par1, 0.0D); tessellator.addVertex((double)par0, (double)par1, 0.0D); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
  4. Hello, I'm trying to draw a translucent rectangle with Gui.drawRect(); But I did not get :-( What am I doing wrong? [spoiler=Code] @ForgeSubscribe(priority = EventPriority.NORMAL) public void renderDebugMonitor(RenderGameOverlayEvent event) { ScaledResolution res = new ScaledResolution(this.mc.gameSettings, this.mc.displayWidth, this.mc.displayHeight); posX = res.getScaledWidth() - spaceRigth; // Draw background // posX, posY, descSpace, spaceRight and fontRender is global staic varibles int x1 = posX - descSpace - 5; int y1 = posY + 8 * (this.fontRender.FONT_HEIGHT + 2) + 5; int x2 = posX + 5; int y2 = posY - 5; Color color = new Color(85, 75, 59, 140); // Alfa is 140, but a rectangle is not translucent drawRect(x1, y1, x2, y2, color.getRGB()); } [spoiler=Screenshot] Sorry for my bad English, it's not my first language.
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