Posted July 24, 20223 yr I am trying to render a texture as an overlay over the inventory screen - the texture has transparency, but what is drawn in game does not. My render code utilizes DrawScreenEvent.Post, something along the lines of this: @SubscribeEvent public static void onPostDrawOverlay(DrawScreenEvent.Post event){ ... // do some checks to see if the inventory screen is open RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.defaultBlendFunc(); RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 0.7f); // I set the opacity of the draw here RenderSystem.setShaderTexture(0, RESOURCE_LOCATION); // Do scaling double scaledWidth = ...; double scaledHeight = ...; // Do a blit BufferBuilder builder = tesselator.getBuilder(); builder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX); builder.vertex(0.0D, scaledHeight, -90.0D).uv(0.0F, 1.0F).endVertex(); builder.vertex(scaledWidth, scaledHeight, -90.0D).uv(1.0F, 1.0F).endVertex(); builder.vertex(scaledWidth, 0.0D, -90.0D).uv(1.0F, 0.0F).endVertex(); builder.vertex(0.0D, 0.0D, -90.0D).uv(0.0F, 0.0F).endVertex(); tesselator.end(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f); } I previously tried the exact same code within the render function of IIngameOverlay, where the opacity rendered as expected. (I didn't use IIngameOverlay because that renders below the inventory) Is there an extra step that I am missing?
July 24, 20223 yr RenderSystem.enableBlend()? Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
July 24, 20223 yr Author Thank you, that was what was missing. Updated code: @SubscribeEvent public static void onPostDrawOverlay(DrawScreenEvent.Post event){ ... // do some checks to see if the inventory screen is open RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 0.7f); // I set the opacity of the draw here RenderSystem.setShaderTexture(0, RESOURCE_LOCATION); // Do scaling double scaledWidth = ...; double scaledHeight = ...; // Do a blit BufferBuilder builder = tesselator.getBuilder(); builder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX); builder.vertex(0.0D, scaledHeight, -90.0D).uv(0.0F, 1.0F).endVertex(); builder.vertex(scaledWidth, scaledHeight, -90.0D).uv(1.0F, 1.0F).endVertex(); builder.vertex(scaledWidth, 0.0D, -90.0D).uv(1.0F, 0.0F).endVertex(); builder.vertex(0.0D, 0.0D, -90.0D).uv(0.0F, 0.0F).endVertex(); tesselator.end(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f); RenderSystem.disableBlend(); }
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