I can easily get the resource via FileInputStream and easily get the BufferedImage. It just comes down to the steps after that. Which is exactly what to do with them.
I retrieved the RenderEngine instance as usual and stored it in an engine variable.
yadda yadda....moving on to the silly part.
BufferedImage bi = readTextureImage(new FileInputStream(fullpath))
int i = engine.allocateAndSetupTexture(bi)
Now what? Theres not much to do with the i variable. And I know full path exists. I did an input stream null check.
Got the BufferedImage. allocated it and set it up. But theres nothing to do with the i integer. I have also used some reflection and manually put the integer and string path into the textureMap variable with no luck.
So how do I go about loading a texture that is not on the classpath?
I'm aware of the RenderEngine.allocateAndSetupTexture method.
But unsure of what to do after I get the int.
Unless RenderEngine.allocateAndSetupTexture is all I need?
(Yes I know RenderEngine.allocateAndSetupTexture is a static, just pretend RenderEngine is the instance or RenderEngine (ForgeHooksClient.engine()))
Note: These textures WILL NEVER be on the classpath
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