Posted March 13, 20223 yr Hi there. I'm making a custom Screen. The only YouTube tutorial that I've found that is doing something along the lines that I'm looking for is this one from years ago on 1.11 (I'm on 1.16.5), so I'm trying to adapt what I can. In the video he mentions that textures can't be larger than 256x256, and through my testing, that seems to be true. So I have 2 initial question based on that: 1) Is that still the current limitation? 2) If so, is there a way to 'scale' a texture after being loaded? The texture is just too small for what I'm wanting to use it for. I can't seem to find any updated tutorials on this, so any help is greatly appreciated! Thanks If context helps, I'm making my own inventory screen that will (ideally) mimic Elder Scrolls Online's inventory screen (the right side of this picture). The texture for the background is just too small when limited to 256 (of course, the client's GUI scale setting changes how much space this takes on screen, however, I'm hoping there's something I can do on my end that's more reliable than suggesting clients to use a certain scale setting). Also, just for my own curiosity, if the limit is still 256x256, how would something like the selection screen from Pixelmon be achieved? Would this be many 'smaller' textures placed right next to each other to give the illusion of one large texture? Edited March 13, 20223 yr by Jimmeh Additional Question
March 13, 20223 yr Author Quote But it is recommended to use a power of two for the size. Gotcha. For my knowledge, why is that? Is it for performance reasons? Also, I'm using GuiUtils to draw my texture to the screen. I happened to see that AbstractGui#blit seems to do the same thing. Is there a reason (or best practice) to use one over the other?
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