Jump to content

Recommended Posts

Posted

Hey guys, I have a ResourceLocation of the player's skin, which as we all know is devised into different sections. The sections I am focusing on right now are the player's head, which are 8x8 squares  depicting each side of the head. I want to be able to render these squares into a GUI, but 8x8 is way too small for my needs. So how would I scale up the size of the texture without losing any resolution?

 

Here is what I have right now.

        //this.size = 8
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        Minecraft.getMinecraft().getTextureManager().bindTexture(this.playerskin);      
        // Draw the background layer, aka the player's face.
        this.drawTexturedModalRect(this.posX, this.posY, 8, 8, this.size, this.size);
        // Draw the foreground layer, aka the player's hat or mask. 
        this.drawTexturedModalRect(this.posX, this.posY, 40, 8, this.size, this.size);

 

I don't -think- this works, as when you change size to a different number it wont resize the texture but instead resize the "field of vision" (or whatever you prefer to call it) of the renderer.

 

Thanks in advance

Follow me on twitter! @keepablock

Read up on whats new! www.catacombs.co

width=700 height=60http://electronic-chronic.com/assets/keep-a-block/wikilink/wikilink_logo.png[/img]

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.