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Inventory Render Orange color


delpi

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Having an odd issue with custom Item Renderers in my Inventory.

 

Basically when the item is in certain slots, the background around the item is orange instead of the default inventory color.

 

Any ideas?

 

 

I followed the setup in this tutorial

 

http://www.minecraftforge.net/wiki/Custom_2D_Inventory_Item_Renderer

 

 

code for the inventory part:

 

 

            // Setup Render

                RenderItem renderItem = new RenderItem();

               

                // set Texture

                IIcon icon = item.getIconIndex();

                               

                // Render

                renderItem.renderIcon(0, 0, icon, 16, 16);

 

 

Long time Bukkit & Forge Programmer

Happy to try and help

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I don't think you really need a custom item renderer to achieve this.

 

On each render go through all of the slots (or atleast the slots you want to have the orange background), and check if they have your item. If they do, draw the orange slot.

Kain

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In case it is confusing.

 

I have a custom rendor for an item.  It has a unique Model for it.  The Forge method for doing that utilizes a method similar to the tutorial I listed.  1st person and 3rd person work great and do exactly what I want it to do.

 

When the item is rendered in an inventory slot, it uses the peice of code I supplied.  The item renders fine, but the 'void' area around it (I use Gimp to ensure there is nothing there) renders with a wierd orage color when it is in certain slots in my inventory.  It is very repeatable and it happens if it is the default inventory GUI or a custom one.  In both cases, it is the same slot everytime.

 

I've looked through the minecraft code, the forge code, as well as my own and I can't find anything that would be impacting the color, much less only for specific slots.

 

Anybody experienced something like this?

 

 

Long time Bukkit & Forge Programmer

Happy to try and help

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Hi

 

Which slots in particular?  Perhaps you could show a screenshot?  Perhaps it is the first slot that gets rendered after rendering something else, so it might perhaps be due to an OpenGL render setting such as the colour, lighting, ALPHA_TEST or BLEND, that the vanilla slot code sets to something normal.  You could try tracing through the vanilla for the first item render and see what commands it uses, then copy those in front of your render code.

 

This class might be of interest to you

https://github.com/TheGreyGhost/SpeedyTools/blob/Working/src/speedytools/common/Utilities/OpenGLdebugging.java

 

I've used it in the past to check what the OpenGL settings are; it's not complete, but dumpAllIsEnabled() works and has showed up problems for me before- dump for a good render, dump for a bad render, and spot the difference.  Doesn't show everything but you might be lucky.

 

-TGG

 

 

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I'll take some tonight.  The 2nd and 3rd hotbar slots.  The 2nd inventory starting from top, and then something like the 13th and 18th.  They aren't in line or next to each other except for the first 2.

 

I'm assuming (as you suggested) that  some openGL setting is leaking over.  I've checked all my stuff and its enclosed in pop/push except for this because its getting some settings from outside.  I might try enclosing it as well.

 

I looked at your link and I'm having a little trouble figuring out how to use it.  Do you have an example where you used it?

 

 

Long time Bukkit & Forge Programmer

Happy to try and help

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Took some screenshots and noticed a pattern.

 

If one of my custom items is after another one, it seems to happens to it.  The hammers happen no matter what, but it is a different color.  It doesn't happen to the items that are armor.

 

width=384 height=168https://sites.google.com/site/clandoolittle/home/dimension-manager/Capture1.PNG?attredirects=0[/img]

 

width=377 height=169https://sites.google.com/site/clandoolittle/home/dimension-manager/Capture2.PNG?attredirects=0[/img]

Long time Bukkit & Forge Programmer

Happy to try and help

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I'll take some tonight.  The 2nd and 3rd hotbar slots.  The 2nd inventory starting from top, and then something like the 13th and 18th.  They aren't in line or next to each other except for the first 2.

 

I'm assuming (as you suggested) that  some openGL setting is leaking over.  I've checked all my stuff and its enclosed in pop/push except for this because its getting some settings from outside.  I might try enclosing it as well.

 

I looked at your link and I'm having a little trouble figuring out how to use it.  Do you have an example where you used it?

 

Hi

 

I just copied the entire class into an appropriate package, then called dumpAllIsEnabled().  It prints out all the openGL settings you can turn on/off.

In this case I would suggest something like

 


static int delay;  // put this as a static field in your render class

if (++delay % 100 == 0) {  // only print once every 100 calls
  OpenGLdebugging.dumpAllIsEnabled();
}
renderItem.renderIcon(0, 0, icon, 16, 16);

Then put your item in a good slot, wait till it prints the flags, then put your item in an orange slot, wait till it prints the flags, then compare the two.

No guarantees it will show a difference, but it might.  My guess would be

 

            GL11.glEnable(GL11.GL_ALPHA_TEST);

 

but perhaps also

                GL11.glDisable(GL11.GL_LIGHTING);

 

-TGG

 

 

 

 

 

 

 

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Error de GL GL_INVALID_OPERATION en (nulo): (ID: 173538523) Error genérico x 2     Usando VBO: Sí     Está modificado: Definitivamente; La marca del cliente cambió a 'forge'     Tipo: Cliente (map_client.txt)     Modo de gráficos: sofisticado     Paquetes de recursos:      Idioma actual: es_mx     CPU: 4 CPU Intel(R) Core(TM) i5-4210U a 1,70 GHz     Versión OptiFine: OptiFine_1.20.1 _HD_U_I6     OptiFine Build: 20231221-120401     Fragmentos de distancia de renderizado: 8     Mipmaps: 4     Filtrado anisotrópico: 1     Antialiasing: 0     Multitextura: falso     Sombreadores: nulo     OpenGlVersion: 4.3.0 - Build 20.19.15.4531     OpenGlRenderer: Intel(R) HD Graphics 4400     OpenGlVendor: Intel     CpuCount: 4     ModLauncher: 10.0.9+10.0.9+main. dcd20f30     Destino de lanzamiento de ModLauncher: forgeclient     Nombre de ModLauncher: srg     Servicios de ModLauncher:          mixin-0.8.5.jar mixin PLUGINSERVICE          eventbus-6.0.5.jar eventbus PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar slf4jfixer PLUGINSERVICE          fmlloader-1.20.1- 47.3.1.jar object_holder_definalize PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar runtime_enum_extender PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar capacitity_token_subclass PLUGINSERVICE          accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE          fmlloader-1.2 0,1-47,3. 1.jar runtimedistcleaner PLUGINSERVICE          modlauncher-10.0.9.jar mixin TRANSFORMATIONERVICE          modlauncher-10.0.9.jar OptiFine TRANSFORMATIONERVICE          modlauncher-10.0.9.jar fml TRANSFORMATIONSERVICE      Proveedores de lenguaje FML:          [email protected]         lowcodefml@null         javafml@null     Lista de mods:          cliente- 1.20.1-20230612.114412-srg.jar |Minecraft |minecraft |1.20.1 |COMMON_SET|Manifiesto: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0: de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         hijos-de-sins-1.20.1-2.1.6.jar |Hijos de pecados |sons_of_sins |2.1.6 |COMMON_SET|Manifiesto: NOSIGNATURE         TreeChop-1.20.1-forge-0.19.0.jar |HT's TreeChop |treechop |0.18.8 |COMMON_SET|Manifiesto: NOSIGNATURE         geckolib-forge-1.20. 1-4.4.4.jar |GeckoLib 4 |geckolib |4.4.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jei-1.20.1-forge-15.3.0.4.jar |Solo suficientes elementos |jei |15.3.0.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jeiintegration_1.20.1-10.0.0.jar |Integración JEI |jeiintegration |10.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadocore-1.20.1-0.6.22.611.jar |Núcleo sofisticado |núcleo sofisticado |0.6.22.611 |COMMON_SET|Manifiesto: SIN FIRMA         curios-forge-5.9.1+1.20.1.jar |API de Curios |curios |5.9.1+1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         waystones-forge-1.20-14.1.3.jar |Waystones |waystones |14.1. 3 |COMMON_SET|Manifiesto: NOSIGNATURE         El-Hombre-De-La-Niebla-1.2.4a-1.20.1.jar |El Hombre De La Niebla |man |1.2.4 |COMMON_SET|Manifiesto: NOSIGNATURE         lápida-1.20.1- 1.0.10.jar |Lápida Mod |lápida |1.20.1-1.0.10 |COMMON_SET|Manifiesto: NOSIGNATURE         [1.20.1] SecurityCraft v1.9.9.jar |SecurityCraft |securitycraft |1.9.9 |COMMON_SET|Manifiesto: NOSIGNATURE         horror_element_mod -1.5.9_1.20.1.jar |Mod elemento de terror |horror_element_mod |1.5.9 |COMMON_SET|Manifiesto: NOSIGNATURE         Apollyon_v1.1.1_Forge_1.20.1.jar |Apollyon |apollyon |1.1.1 |COMMON_SET|Manifiesto: NOSIGNATURE         mixinextras-forge- 0.2.0-beta.6.jar |MixinExtras |mixinextras |0.2.0-beta.6 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadasmochilas-1.20.1-3.20.5.1044.jar |Mochilas sofisticadas |mochilas sofisticadas |3.20.5.1044 |COMMON_SET| Manifiesto: NOSIGNATURE         Guide-API-VP-1.20.1-2.2.6.jar |Guide-API VP |guideapi_vp |2.2.6 |COMMON_SET|Manifiesto: NOSIGNATURE         arquitectura-9.2.14-forge.jar |Arquitectura |arquitectura |9.2 .14 |COMMON_SET|Manifiesto: NOSIGNATURE         justhammers-forge-2.0.3+mc1.20.1.jar |Just Hammers                  |justhammers |2.0.3+mc1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         Vampirism-1.20.1-1.10.7.jar |Vampirismo |vampirismo |1.10.7 |COMMON_SET|Manifiesto: NOSIGNATURE         vampirism_integrations-1.20.1-1.8.0 .jar |Integraciones de vampirismo |integraciones_vampirismo |1.8.0 |COMMON_SET|Manifiesto: NOSIGNATURE         GodlyVampirism-1.20.1-1.10.0.jar |Vampirismo divino |godly_vampirism |1.10.0 |COMMON_SET|Manifiesto: NOSIGNATURE         balm-forge-1.20.1 -7.2.2.jar |Bálsamo |bálsamo |7.2.2 |COMMON_SET|Manifiesto: NOSIGNATURE         thedragonlib-1.20.1-1.0.0.jar |TheDragonLib |thedragonlib |1.20.1-1.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         carryon -forge-1.20.1-2.1.2.7.jar |Continuar |carryon |2.1.2.7 |COMMON_SET|Manifiesto: NOSIGNATURE         forge-1.20.1-47.3.1-universal.jar |Forge |forge |47.3.1 |COMMON_SET |Manifiesto: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54 :47:1a:9f:7f:ed:5e:f2:90         cosmeticarmorreworked-1.20.1-v1a.jar |CosmeticArmorReworked |cosmeticarmorreworked |1.20.1-v1a |COMMON_SET|Manifiesto: 5e:ed:25:99:e4: 44:14:c0:dd:89:c1:a9:4c:10:b5:0d:e4:b1:52:50:45:82:13:d8:d0:32:89:67:56:57: 01:53         Armorplus-1.20.1-20.0.0.jar |ArmorPlus |armorplus |1.20.1-20.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         THEUNDEADREVAMPED_1.2_1.20.1[Society Monmento Upd|Undead_revamp2 |undead_revamp2 |1.0.0 | COMMON_SET|Manifiesto: NOSIGNATURE         sanitydim-mc1.20-1.1.0.jar |Sanity: Descent Into Madness |sanitydim |1.1.0 |COMMON_SET|Manifiesto: NOSIGNATURE     Informe de fallo UUID: 49e97c25-1f8b-4147-b7cc-4951e2513d6c     FML: 47.3     Forja: net.minecraftforge:47.3.1
    • I created the animations by downloading the existing ones from the Github, and redoing them. I only ever saved the animations, and didnt export because it doesnt know what directory. I'm thinkin i just need a directory and I'd have been done with this, but im not sure.  noticed in blender there was a script thingy on the side, too. so im basically just askin, since i just redid the animations, would I just have to set a directory to the better combat mod somehow? can someone help???
    • Hallo! I'm trying to make a custom modpack for my friends and I to play, but I keep getting this error code whenver I launch it and I can't figure out what's wrong with it. The game crashed whilst rendering overlay Error: java.lang.StackOverflowError: Rendering overlay   Here is the full crash report: Pastebin
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