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Posted

	public void render(int left, int top, int width, int height) {
	Tessellator tessellator = Tessellator.instance;
	TextureManager renderEngine = FMLClientHandler.instance().getClient().getTextureManager();
	renderEngine.bindTexture(renderEngine.getDynamicTextureLocation("link", bufferedimage));
	GL11.glEnable(GL11.GL_BLEND);
	tessellator.startDrawingQuads();
	tessellator.addVertexWithUV((double)(left), (double)(128+top), 0.0D, 0.0D, 1.0D);
	tessellator.addVertexWithUV((double)(128 + left), (double)(128+top), 0.0D, 1.0D, 1.0D);
	tessellator.addVertexWithUV((double)(128 + left), (double)(top), 0.0D, 1.0D, 0.0D);
	tessellator.addVertexWithUV((double)(left), (double)(top), 0.0D, 0.0D, 0.0D);
	tessellator.draw();
	GL11.glDisable(GL11.GL_BLEND);
}

 

This works with one slight issue:

 

Any pixels in the bufferedimage with an alpha value lower than 26 (0x1A) aren't drawn at all.  Other values are drawn as expected with the appropriate amount of transparency.

 

How do I fix it?

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

Hi

 

Try

 

        GL11.glDisable(GL11.GL_ALPHA_TEST);

 

The Alpha test threshold is set in a few places

eg Minecraft.loadScreen() and Minecraft.startGame();

 

        GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);

 

(0.1F being 0.1 * 256 = 26)

 

-TGG

 

Posted

Hi

 

Try

 

        GL11.glDisable(GL11.GL_ALPHA_TEST);

 

Ah ha!

Fantastic.  I knew something like that was floating around somewhere, but I had no idea where to look or what to look for (I don't typically deal with OGL).

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

I haven't actually tried it yet, but I'm pretty sure that's it. :)

 

Edit:

Got a moment to drop a glDisable in.  Works perfectly.

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

You might also want to make sure the blending function is set appropriately, e.g.

 

GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

 

I just fixed a bug in SG Craft that was due to failing to do this.

Posted

You might also want to make sure the blending function is set appropriately, e.g.

 

GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

 

I had already, actually. :)

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.

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