Posted March 4, 201411 yr Ok, I've got this method in my gui class that extends InventoryEffectRenderer: @Override protected void drawGuiContainerBackgroundLayer(float var1, int var2, int var3) { GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); mc.getTextureManager().bindTexture(TEXTURE); int x, y; x = (int) (((double) 8 / 854) * mc.displayWidth); y = (int) (((double) 8 / 480) * mc.displayHeight); this.drawTexturedModalRect(x, y, 0, 0, 175, ySize); x = (int) (((double) 388 / 854) * mc.displayWidth); this.drawTexturedModalRect(x, y, 175, 0, 31, ySize); } For some reason, the gui doesn't properly scale itself on high resolutions, I haven't tried lower resolutions yet. Here's at testing size: And here's at a higher size: Kain
March 4, 201411 yr That's because you are using the Minecraft display height and width directly; you need to create and use a Scaled Resolution: ScaledResolution resolution = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight); resolution.getScaledWidth() // there is also a double version, if needed resolution.getScaledHeight() // there is also a double version, if needed http://i.imgur.com/NdrFdld.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.