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



×
×
  • Create New...

Important Information

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