Posted August 10, 201411 yr Welp, I have no idea how I accomplished this. I think the image sort of speaks for itself, but it's still baffling. The image size is the same as the dimensions I specified in the Gui class, but it still looks so oddly scaled. What would be the best solution? [/img] public class GuiInscriptionTable extends GuiContainer { private ResourceLocation texture = new ResourceLocation(RunicWeapons.MODID + ":" + "textures/gui/InscriptionTableGUI.png" ); public GuiInscriptionTable(InventoryPlayer invPlayer, World world, int x, int y, int z) { super(new ContainerInscriptionTable(invPlayer, world, x, y, z)); this.xSize = 176; this.ySize = 166; } public void onGuiClosed(){ super.onGuiClosed(); } protected void drawGuiContainerForegroundLayer(int i, int j) { this.fontRendererObj.drawString(StatCollector.translateToLocal("Inscription Table"), 75, 5, 0x000000); } @Override protected void drawGuiContainerBackgroundLayer(float p_146976_1_, int p_146976_2_, int p_146976_3_) { GL11.glColor4f(1F, 1F, 1F, 1F); this.mc.renderEngine.bindTexture(texture); int k = (this.width - this.xSize) / 2; int l = (this.height - this.ySize) / 2; this.drawTexturedModalRect(k, l, 0, 0, xSize, ySize); }}
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