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(1.16.5 MCP) Render overlay error(background black)


ElTotisPro50
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so im rendering an icon FROM A .PNG IMAGE, and is doing it well but the background of the icon is black when I change what i have in my hand, this is not TOO bad but if i want to render a image that covers the entire screen every time i select a diferent item the background will turn black(MY IMAGE IS .PNG AND THE BACKGROUND IS NOT BLACK)

 

https://imgur.com/a/M0KgTaG (from imgur the background looks black but download the image and open it in a photo editor and you will see that is transparent)

 

public static final ResourceLocation ICONS = new ResourceLocation(TotisMod.MOD_ID,"textures/gui/icons.png");

@SubscribeEvent
    public static void renderOverlay(RenderGameOverlayEvent event) //i cant use .Pre or .Post because the survival hunger and health bars will bug
    {
        Minecraft mc = Minecraft.getInstance();
        if(event.getType() == RenderGameOverlayEvent.ElementType.TEXT) //if i use .ALL the background will ALWAYS be black and i HAVE to put this if statement or hunger and health bars will bug
        {
            mc.getTextureManager().bindTexture(ICONS);
            drawTexturedModalRect(0,0,144,0,16,16,1); //i tried to put for example 100 and 0 in Z level but apparently it doesnt change anything
        }
    }

 

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To draw something on the HUD you must use RenderGameOverlayEvent.Post with ElementType.ALL. Subscribing to a parent event class (like RenderGameOverlayEvent) directly almost never achieves useful results.

When drawing on the HUD with a different texture, you must switch back to the normal HUD texture (AbstractGui.GUI_ICONS_LOCATION) afterwards.

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4 hours ago, diesieben07 said:

To draw something on the HUD you must use RenderGameOverlayEvent.Post with ElementType.ALL. Subscribing to a parent event class (like RenderGameOverlayEvent) directly almost never achieves useful results.

When drawing on the HUD with a different texture, you must switch back to the normal HUD texture (AbstractGui.GUI_ICONS_LOCATION) afterwards.

where i put AbstractGui.ICONS, and what do you mean with "subscribing to a parent event class", is like this?

@SubscribeEvent
public static void render1(RenderGameOverlayEvent.Post event)
{
		Minecraft mc = Minecraft.getInstance();
        if(event.getType() == RenderGameOverlayEvent.ElementType.ALL)
        {
            mc.getTextureManager().bindTexture(ICONS);
            drawTexturedModalRect(0,0,144,0,16,16,1);
        }
}

@SubscribeEvent
public static void render2(RenderGameOverlayEvent.Post event)
{
		render1()
		AbstractGui.ICONS;
}

 

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1 minute ago, ElTotisPro50 said:

where i put AbstractGui.ICONS

After rendering your stuff, bind that texture.

1 minute ago, ElTotisPro50 said:

and what do you mean with "subscribing to a parent event class"

RenderGameOverlayEvent is the parent class for RenderGameOverlayEvent.Pre and RenderGameOverlayEvent.Post. If you subscribe RenderGameOverlayEvent, you'll receive all subclasses, which is usually not useful at all.

2 minutes ago, ElTotisPro50 said:

is like this?

Why do you have two event handlers now? Why is one calling the other? Nothing of this makes any sense.

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1 hour ago, diesieben07 said:

After rendering your stuff, bind that texture.

RenderGameOverlayEvent is the parent class for RenderGameOverlayEvent.Pre and RenderGameOverlayEvent.Post. If you subscribe RenderGameOverlayEvent, you'll receive all subclasses, which is usually not useful at all.

Why do you have two event handlers now? Why is one calling the other? Nothing of this makes any sense.

dude you didnt explained me anything, "After rendering your stuff, bind that texture.", what does that mean??? i put drawTexturedModalRect and AFTER THAT mc.getTextureManager().bindTexture(ICONS);?? and you didnt tell me where i put the abstract gui thingy, and you told me to parent RenderGameOverlayEvent

 

AbstractGui.GUI_ICONS_LOCATION; what is this how i implement this

Edited by ElTotisPro50
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Just now, ElTotisPro50 said:

"After rendering your stuff, bind that texture.", what does that mean???

You already know how to bind a texture (I mean, you are binding your own texture... so I assumed you know...). So I don't really know what else to explain here.

1 minute ago, ElTotisPro50 said:

i put drawTexturedModalRect and AFTER THAT mc.getTextureManager().bindTexture(ICONS);??

Yes.

1 minute ago, ElTotisPro50 said:

and you didnt tell me where i put the abstract gui thingy, and you told me to parent RenderGameOverlayEvent

What?

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1 hour ago, diesieben07 said:

You already know how to bind a texture (I mean, you are binding your own texture... so I assumed you know...). So I don't really know what else to explain here.

Yes.

What?

@SubscribeEvent
    public static void renderOverlay(RenderGameOverlayEvent.Post event)
    {
        Minecraft mc = Minecraft.getInstance();
        GuiUtils gui = new GuiUtils();
        if(event.getType() == RenderGameOverlayEvent.ElementType.ALL)
        {
            drawTexturedModalRect(0,0,144,0,16,16,0);
            mc.getTextureManager().bindTexture(ICONS);
        }
    }

it DIDNT WORK

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18 minutes ago, ElTotisPro50 said:

parenting RenderGameOverlayEvent, what does that mean

I have not said this. I used the term "parent" and "parent class". If you do not know what these means, you need to learn Java basics.

14 minutes ago, ElTotisPro50 said:

it DIDNT WORK

Why are you making a random GuiUtils instance?

Why are you no longer binding your own texture?

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1 hour ago, diesieben07 said:

I have not said this. I used the term "parent" and "parent class". If you do not know what these means, you need to learn Java basics.

Why are you making a random GuiUtils instance?

Why are you no longer binding your own texture?

im binding my texture, ICONS is my texture:

public static final ResourceLocation ICONS = new ResourceLocation(TotisMod.MOD_ID,"textures/gui/icons.png")

the random GuiUtil instance is because is for another thing ignore it, then why is not working is showing me like the texture of the hearts that you have when the wither affects you?(like the black hearts) but only one and a half because i said that the texture is 16x16

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6 hours ago, diesieben07 said:

You have to first bind your texture. Then render your stuff. Then bind the vanilla icons texture again, because that is what the rest of the HUD code expect. The vanilla hud texture is AbstractGui.ICONS.

It worked!!!(you could have told me just that instead of "subscribing parenting RenderGameOverlayEvent" and that things)

 

this is the code that works:

@SubscribeEvent
    public static void renderOverlay(RenderGameOverlayEvent.Post event)
    {
        Minecraft mc = Minecraft.getInstance();

        if(event.getType() == RenderGameOverlayEvent.ElementType.ALL)
        {
            mc.getTextureManager().bindTexture(ICONS);
            drawTexturedModalRect(0,0,144,0,16,16,0);
            mc.getTextureManager().bindTexture(AbstractGui.GUI_ICONS_LOCATION);
        }
    }

 

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59 minutes ago, diesieben07 said:

I... did?

To draw something on the HUD you must use RenderGameOverlayEvent.Post with ElementType.ALL. Subscribing to a parent event class (like RenderGameOverlayEvent) directly almost never achieves useful results.

When drawing on the HUD with a different texture, you must switch back to the normal HUD texture (AbstractGui.GUI_ICONS_LOCATION) afterwards.

you should have said different words, instead of "switch back to the normal HUD TEXTURE AbstractGui.ICONS",        "bind your Icons,draw your stuff and bind AbstractGui.ICONS", I could have understood that perfectly because you didnt say me BIND AbstractGui just SWITCH, i know it sound stupid but idk is easier even is an overlay is not so basic

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java.base/sun.security.ssl.HandshakeContext.dispatch(HandshakeContext.java:458)     at java.base/sun.security.ssl.TransportContext.dispatch(TransportContext.java:199)     at java.base/sun.security.ssl.SSLTransport.decode(SSLTransport.java:172)     at java.base/sun.security.ssl.SSLSocketImpl.decode(SSLSocketImpl.java:1506)     at java.base/sun.security.ssl.SSLSocketImpl.readHandshakeRecord(SSLSocketImpl.java:1416)     at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:451)     at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:422)     at java.base/sun.net.www.protocol.https.HttpsClient.afterConnect(HttpsClient.java:574)     at java.base/sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(AbstractDelegateHttpsURLConnection.java:183)     at java.base/sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1653)     at java.base/sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1577)     at java.base/sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:224)     at java.base/java.net.URL.openStream(URL.java:1192)     at net.minecraftforge.installertools.DownloadMojmaps.process(DownloadMojmaps.java:65)     at net.minecraftforge.installertools.ConsoleTool.main(ConsoleTool.java:55)     at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)     at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:78)     at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)     at java.base/java.lang.reflect.Method.invoke(Method.java:567)     at net.minecraftforge.installer.actions.PostProcessors.process(PostProcessors.java:226)     at net.minecraftforge.installer.actions.ClientInstall.run(ClientInstall.java:144)     at net.minecraftforge.installer.InstallerPanel.run(InstallerPanel.java:423)     at net.minecraftforge.installer.SimpleInstaller.launchGui(SimpleInstaller.java:175)     at net.minecraftforge.installer.SimpleInstaller.main(SimpleInstaller.java:147) Caused by: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target     at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:439)     at java.base/sun.security.validator.PKIXValidator.engineValidate(PKIXValidator.java:306)     at java.base/sun.security.validator.Validator.validate(Validator.java:264)     at java.base/sun.security.ssl.X509TrustManagerImpl.checkTrusted(X509TrustManagerImpl.java:231)     at java.base/sun.security.ssl.X509TrustManagerImpl.checkServerTrusted(X509TrustManagerImpl.java:132)     at java.base/sun.security.ssl.CertificateMessage$T12CertificateConsumer.checkServerCerts(CertificateMessage.java:638)     ... 28 more Caused by: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target     at java.base/sun.security.provider.certpath.SunCertPathBuilder.build(SunCertPathBuilder.java:141)     at java.base/sun.security.provider.certpath.SunCertPathBuilder.engineBuild(SunCertPathBuilder.java:126)     at java.base/java.security.cert.CertPathBuilder.build(CertPathBuilder.java:297)     at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:434)     ... 33 more Failed to run processor: javax.net.ssl.SSLHandshakeException:PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target See log for more details.  
    • but the dude made it and he didnt "connected" the NetworkPlayerInfo with the setPlayerSkin method or something
    • This happened to me too when Java updated itself to 1.8.0_321.  I reverted to 1.8.0_311 and everything is working again.  Looks like a conflict with the latest Java version.  
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