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Posted

I hook the healthbar rendering event and rewrite myself.

@ForgeSubscribe
public void renderHealthBar(RenderGameOverlayEvent.Pre event){
	if (event.type == RenderGameOverlayEvent.ElementType.HEALTH) {
		event.setCanceled(true);
                        // Which I render my custom healthbar here
                mc.fontRenderer.drawStringWithShadow("" + display_health, left, top, 0xffffff80);
                }
        }

 

I try to display the health using number, and try to draw the number with drawStringWithShadow.

But after that, the foodbar become strange, it's color is the same as the color of the number.

Don't know what's going wrong, maybe some gl11 problem.

Could anyone tell what's going wrong?

  • Author

The code

@ForgeSubscribe
public void cancelHealthBar(RenderGameOverlayEvent.Pre event){
	if (event.type == RenderGameOverlayEvent.ElementType.HEALTH) {
		event.setCanceled(true);
		mc.fontRenderer.drawString("123467", 100, 1, 0xffff80);
		GL11.glColor3f(1, 1, 1);
	}
}

 

Thought, I found another way to get rid of this.

I try to cancel the event, and render it when ElementType.ALL event is post.

But the origin problem seems not to be sloved.

Correct me if I'm wrong here, but don't GL calls use floating point numbers? so for example:

GL11.glColor4f(1F,  1F, 1F, 1F);

 

So in your case it would be GL11.glColor3f(1F, 1F, 1F); each float representing RGB values respectively.

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