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I know I'm probably an idiot for doing it like this but here it is anyway:

 

With ModLoader's onTickInGame method, I would just set the hook to send partial ticks, and the overlay would work. When using FML, I am getting severe flicker. I have tried using different tick types, with no success.

 

            mc.gameSettings.hideGUI = true;
            ScaledResolution scaledresolution = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
            int i = scaledresolution.getScaledWidth();
            int k = scaledresolution.getScaledHeight();
            mc.entityRenderer.setupOverlayRendering();
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glDepthMask(false);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glDisable(GL11.GL_ALPHA_TEST);
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture("/Mic'sMods/CrossbowMod/gui/attachmentShortScope.png"));
            Tessellator tessellator = Tessellator.instance;
            tessellator.startDrawingQuads();
            tessellator.addVertexWithUV(i / 2 - 2 * k, k, -90D, 0.0D, 1.0D);
            tessellator.addVertexWithUV(i / 2 + 2 * k, k, -90D, 1.0D, 1.0D);
            tessellator.addVertexWithUV(i / 2 + 2 * k, 0.0D, -90D, 1.0D, 0.0D);
            tessellator.addVertexWithUV(i / 2 - 2 * k, 0.0D, -90D, 0.0D, 0.0D);
            tessellator.draw();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_ALPHA_TEST);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

 

What do I need to do to get a non-flickering game overlay?

 

Thanks.

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