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Posted

Does a GUI texture, always have to be 256x256? I tried using one that was 176x176 but the image displayed like it was magnified. I am just curious to know.

  • Author

I thought so, if you had a large GUI that wouldn't fit onto a 256x256 image, would there be a way around that or would you have to just change it to fit?

Yes. In the drawTexturedModalRect method is are two values: f and f1. Those floats represent the image width and height. To get these values you devide 1 by 256, the image size. So to make a larger image possible, copy that method, and change f and f1 to be 1/imageWidth and 1/imageHeight.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

You can use this custom method that does not need a 256x Texture

 

public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel)
{
Tessellator tessellator = Tessellator.instance;
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0,1);
        tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1);
        tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1,0);
        tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0);
        tessellator.draw();
}

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