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Posted (edited)

 

private static final ResourceLocation image = new ResourceLocation(Main.MODID, "textures/gui/image.png");

	@SubscribeEvent
	public static void onRenderGuiOverlayPre(RenderGuiOverlayEvent event) {

		event.getGuiGraphics().blit(image, 0, 0, 0, 0, 64, 64, 64, 64);
	}



I tried to draw an image on the HUD screen with this code. Actually I am drawing the image, but the image is drawn opaque even though it is transparent. How can I solve this problem? 

Edited by yasnpy
Posted

I found the solution. I'm sharing it in case it helps someone.

private static final ResourceLocation image = new ResourceLocation(Main.MODID, "textures/gui/image.png");

@SubscribeEvent
	public static void onRenderGui(RenderGuiOverlayEvent event) {
		RenderSystem.disableDepthTest();
		RenderSystem.depthMask(false);
		RenderSystem.enableBlend();
		RenderSystem.setShader(GameRenderer::getPositionTexShader);
		RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		RenderSystem.setShaderColor(1, 1, 1, 1);
		event.getGuiGraphics().blit(image, 0, 0, 0, 0, 64, 64, 64, 64);
		RenderSystem.depthMask(true);
		RenderSystem.defaultBlendFunc();
		RenderSystem.enableDepthTest();
		RenderSystem.disableBlend();
		RenderSystem.setShaderColor(1, 1, 1, 1);
	}

 

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