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Hi, im using the drawBackground method inside GuiContainer and when i draw my texture its too small (i want it bigger than 256) when i scale the texture using GL11.glScalef(x, y, z); it makes it bigger but when i change the size of the screen it moves. So how do i get a scaled texture to stay in a ration depending on what the screen size is?

 

I currently have this:

 

public class GuiKaren extends GuiContainer {

public GuiKaren() {
	super(new ContainerEmpty());
}

@Override
protected void drawGuiContainerBackgroundLayer(float f, int i, int j) {
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	this.mc.getTextureManager().bindTexture(new ResourceLocation(SlayerAPI.PREFIX + "textures/gui/people/karen.png"));
        int k = (this.width - this.xSize) / 2;
        int l = (this.height - this.ySize) / 2;
        GL11.glPushMatrix();
        float scale = 1.0F;
        GL11.glScalef(scale, scale, scale);
        this.drawTexturedModalRect(k - 100, l, 0, 0, 220, 220);
	int guit = ClientTickHandler.guit;
	this.mc.getTextureManager().bindTexture(new ResourceLocation(SlayerAPI.PREFIX + "textures/gui/background.png"));

	if(guit > 5) {
		this.drawTexturedModalRect(k - 130, l - 120, 0, 0, 232, 100);
	} else if(guit < 5) {
		this.drawTexturedModalRect(k - 130, l - 120, 0, 102, 232, 100);
	} else {
		this.drawTexturedModalRect(k - 130, l - 120, 0, 0, 232, 100);
	}
        GL11.glPopMatrix();
}
}

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

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