Jump to content

drawTexturedModalRect only accepting 256x256 textures


Recommended Posts

Posted

Hello,

 

I'm trying to draw a picture on a GUI that's in a different file. So i'm binding the texture and drawing it with drawTexturedModalRect.

But when i do this with a texture that's for example 32x32 it's just scaled wrong. I've tried adding a

 

GL11.glScalef(0.5F, 0.5F, 0.5F)

 

before it and resetting it with the same method with 1, 1, 1 as parameters but then are all other GUI Objects like buttons are wrong scaled.

 

As a solution i'm just creating a transparent 256x256 texture and putting my 32x32 texture in the top left corner, but i think there's a better solution to it.

 

Thanks in advance.

 

ss7

You sir are a god damn hero.

Posted

Hello,

 

My code looks like this:

 

 

int powerbar = tileentity.power + 1;

	drawTexturedModalRect(guiLeft + 8, guiTop + 65 - powerbar, 0, 44 - powerbar, 16, powerbar);	

 

 

the maximum of tileentity.power is 42, and my texture is 42x16.

 

ss7

You sir are a god damn hero.

Posted

Tip:

Going up to 1024x1024 is a right pain in the arse when you try to draw the guil elements (like strings, slots, etc).

 

I don't have the code around from the one time I was messing with it, but getting a "wide" gui to display properly took a huge amount of effort.  Getting slots to display on it was another huge effort (and I had to use negative coordinates, and there was only so 'big' I could make the negative coords before they stopped showing up at all).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Hello,

 

Thank you very much, Mazetar that was exactly what i was looking for. But there is a little problem. I looks like my texture that is drawn is 1px of the height too small. I've tried modifying these u and v parameters, but then it just looks ugly. If you know how to solve this problem, then i can give you a "Thank you", muhahaha :P

 

EDIT: OK, i decided that i won't use this method, because the image just looks compressed when it's not fully drawn, so i'll have to live with that i have to create a 256x256 empty texture for only one small image. I'll give Mazetar a "Thank you" anyways.

 

CLOSED

 

ss7

You sir are a god damn hero.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Ah, it appears I spoke too soon, I still need a little help here. I now have the forceloading working reliably.  However, I've realized it's not always the first tick that loads the entity.  I've seen it take anywhere from 2-20ish to actually go through, in which time my debugging has revealed that the chunk is loaded, but during which time calling  serverLevelIn.getEntity(uuidIn) returns a null result.  I suspect this has to do with queuing and how entities are loaded into the game.  While not optimal, it's acceptable, and I don't think there's a whole ton I can do to avoid it. However, my concern is that occasionally teleporting an entity in this manner causes a lag spike.  It's not every time and gives the appearance of being correlated with when other chunks are loading in.  It's also not typically a long spike, but can last a second or two, which is less than ideal.  The gist of how I'm summoning is here (although I've omitted some parts that weren't relevant.  The lag occurs before the actual summon so I'm pretty confident it's the loading, and not the actual summon call). ChunkPos chunkPos = new ChunkPos(entityPosIn); if (serverLevelIn.areEntitiesLoaded(chunkPos.toLong())) { boolean isSummoned = // The method I'm using for actual summoning is called here. Apart from a few checks, the bulk of it is shown later on. if (isSummoned) { // Code that runs here just notifies the player of the summon, clears it from the queue, and removes the forceload } } else { // I continue forcing the chunk until the summon succeeds, to make sure it isn't inadvertently cleared ForgeChunkManager.forceChunk(serverLevelIn, MODID, summonPosIn, chunkPos.x, chunkPos.z, true, true); } The summon code itself uses serverLevelIn.getEntity(uuidIn) to retrieve the entity, and moves it as such.  It is then moved thusly: if (entity.isAlive()) { entity.moveTo(posIn.getX(), posIn.getY(), posIn.getZ()); serverLevelIn.playSound(null, entity, SoundEvents.ENDERMAN_TELEPORT, SoundSource.NEUTRAL, 1.0F, 1.0F); return true; } I originally was calling .getEntity() more frequently and didn't have the check for whether or not entities were loaded in place to prevent unnecessary code calls, but even with those safety measures in place, the lag still persists.  Could this just be an issue with 1.18's lack of optimization in certain areas?  Is there anything I can do to mitigate it?  Is there a performance boosting mod I could recommend alongside my own to reduce the chunk loading lag? At the end of the day, it does work, and I'm putting measures in place to prevent players from abusing the system to cause lag (i.e. each player can only have one queued summon at a time-- trying to summon another replaces the first call).  It's also not an unacceptable level of lag, IMO, given the infrequency of such calls, and the fact that I'm providing the option to toggle off the feature if server admins don't want it used.  However, no amount of lag is ideal, so if possible I'd love to find a more elegant solution-- or at least a mod recommendation to help improve it. Thanks!
    • When i start my forge server its on but when i try to join its come a error Internal Exception: java.lang.OutOfMemoryError: Requested array size exceeds VM limit Server infos: Linux Minecraft version 1.20.1 -Xmx11G -Xms8G
    • Also add the latest.log from your logs-folder
    • Add the mods in groups
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.