Posted May 18, 201411 yr I'm attempting to render the default steve head on a gui. One problem was that the texture gets warped by the the fact that the default skin dimensions are 64 by 32 instead of 64 by 64. I fixed this by scaling it. Originally, the position of the head was near the center of the screen. You can see that the texture was displaced a lot. I tried fixing it by using translation. This looks like it worked, but it gets displaced when I resize the screen. Is there any way to just get the head texture in an IIcon or ResourceLocation form? Kain
May 26, 201411 yr Author Sorry for the late response, here's the code. Gui Code: package flappyworld.gui; import org.lwjgl.opengl.GL11; import net.minecraft.client.Minecraft; import net.minecraft.client.entity.AbstractClientPlayer; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.init.Blocks; import net.minecraft.util.IIcon; import net.minecraft.util.ResourceLocation; import tlhpoeCore.UtilT; import flappyworld.ReferenceFW; import flappyworld.game.ClientGameSessionFW; public class GuiGameFW extends GuiScreen { public static final ResourceLocation TEXTURES = new ResourceLocation(ReferenceFW.ID + ":textures/gui/textureSheet.png"); @Override public void drawScreen(int par1, int par2, float par3) { this.drawDefaultBackground(); super.drawScreen(par1, par2, par3); Minecraft mc = UtilT.getMC(); //////////////////////////////////////////////////////////////// int x = this.width / 2; int y = (this.height / 2) + 67; mc.renderEngine.bindTexture(TextureMap.locationBlocksTexture); IIcon icon = Blocks.grass.getIcon(3, 0); for(int i = 0; i < 8; i++) { this.drawTexturedModelRectFromIcon((x - 64) + (16 * i), y, icon, 16, 16); } //////////////////////////////////////////////////////////////// int width = 128; int height = 224; x = (this.width - width) / 2; y = (this.height - height) / 2; mc.renderEngine.bindTexture(TEXTURES); this.drawTexturedModalRect(x, y, 0, 0, width, height); width = height = 16; //////////////////////////////////////////////////////////////// if(ReferenceFW.clientSession != null) { ClientGameSessionFW clientSession = ReferenceFW.clientSession; } x = this.width / 2; y = this.height / 2; mc.renderEngine.bindTexture(AbstractClientPlayer.locationStevePng); GL11.glPushMatrix(); GL11.glTranslated(100, 100, 1); GL11.glScaled(0.5, 0.25, 0.5); this.drawTexturedModalRect(x, y, 32, 64, 32, 64); GL11.glPopMatrix(); } @Override public boolean doesGuiPauseGame() { return false; } } Specific Section of the Code: if(ReferenceFW.clientSession != null) { ClientGameSessionFW clientSession = ReferenceFW.clientSession; } x = this.width / 2; y = this.height / 2; mc.renderEngine.bindTexture(AbstractClientPlayer.locationStevePng); GL11.glPushMatrix(); GL11.glTranslated(100, 100, 1); GL11.glScaled(0.5, 0.25, 0.5); this.drawTexturedModalRect(x, y, 32, 64, 32, 64); GL11.glPopMatrix(); Kain
May 28, 201411 yr Author I used GL calls to try to rescale it (since the steve texture file is a 64 by 32 or something like that). And the translate was an attempt to get it back in its original position. But once I resize the window, it isn't positioned correctly. The steve head is supposed to be at the center of the screen. Kain
May 28, 201411 yr Author If I don't use GL calls, then the head texture would be stretched vertically. My current question is how to cut the steve texture down so that just the face portion of the texture is in its own ResoureLocation of IIcon. Kain
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