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Render a bufferedImage in gui.


superbas11

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[lmgtfy=minecraft forge buffered image in gui]Google for the win![/lmgtfy]

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Where do you get the BufferedImage from? If it is a static image, you might be able to use a ResourceLocation with a custom IResourcePack implementation.

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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/

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Again: where do you get the BufferedImage from? Eg.

BufferedImage img = ?;

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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/

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Use DynamicTexture. You can easily construct a DynamicTexture with BufferedImage,

and get its ResourceLocation from TextureManager#getDynamicTextureLocation(String key, BufferedImage img);

 

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II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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How can I edit the texture and update the dynamic texture? When I reinitialized the texture with getDynamicTextureLocation() in drawscreen() of my gui I get an memory overflow error.

That means your texture is too big. How big is it?

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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The image is 600 X 600 px. It crashes in about 10 seconds after the gui was opened.

 

crash:

 

java.lang.OutOfMemoryError: Java heap space

at net.minecraft.client.renderer.texture.DynamicTexture.<init>(DynamicTexture.java:28)

at net.minecraft.client.renderer.texture.DynamicTexture.<init>(DynamicTexture.java:19)

at com.superbas11.modcontrol.client.Gui.TestGUI.drawScreen(GuiBasic.java:230)

at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:427)

at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1078)

at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1048)

at net.minecraft.client.Minecraft.run(Minecraft.java:345)

at net.minecraft.client.main.Main.main(Main.java:117)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)

at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

at net.minecraftforge.gradle.GradleStartCommon.launch(Unknown Source)

at GradleStart.main(Unknown Source)

 

 

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this does not work:

 

Dynamic.deleteGlTexture();

Dynamic = null;

Dynamic = new DynamicTexture(Image);

Texturelocation = this.mc.getTextureManager().getDynamicTextureLocation("ModControl.Graph",Dynamic); 

 

How should the texture be discarded?

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600x600? Thats huge. Thats bigger than default texturemap...

 

I'd suggest you calculate the image once per tick. Not every frame and reuse that image in rendering instead of recalculating it every frame.

The image itself takes up roughly 1.3 mb in ram. Not to mention variables used in the calculation process. If you run this every frame your heap space gets full really fast.

 

By calculation once per tick or several ticks you give the garbage collector time to catch up.

 

 

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I wrote my own mod ish... still a few bugs to fix. http://thaumcraft.duckdns.org/downloads/MagicCookies-1.0.6.4.jar

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This should work

 

public static void loadBind(BufferedImage image) {

	int[] pixels = new int[image.getWidth() * image.getHeight()];

	image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

	ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL);

	for (int y = 0; y < image.getHeight(); y++) {
		for (int x = 0; x < image.getWidth(); x++) {
			int pixel = pixels[y * image.getWidth() + x];
			buffer.put((byte) ((pixel >> 16) & 0xFF));
			buffer.put((byte) ((pixel >>  & 0xFF));
			buffer.put((byte) (pixel & 0xFF));
			buffer.put((byte) ((pixel >> 24) & 0xFF));
		}
	}

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByteBuffer) buffer.flip());
}

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600x600? Thats huge. Thats bigger than default texturemap...

 

I'd suggest you calculate the image once per tick. Not every frame and reuse that image in rendering instead of recalculating it every frame.

The image itself takes up roughly 1.3 mb in ram. Not to mention variables used in the calculation process. If you run this every frame your heap space gets full really fast.

 

By calculation once per tick or several ticks you give the garbage collector time to catch up.

 

thanks that worked!

 

One last question:

How to set the scale of the image?

 

got this:

this.mc.getTextureManager().bindTexture(Texturelocation);

drawTexturedModalRect(150, 50, 0, 0, 600, 600);

 

Now it renders the image small and multiple times on the screen but I want it to render on a big part of the screen, ones.

 

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o_O

 

You render a big ass image of 600x600 and then you cut it up into a smaller image?

Why not render it into a smaller image? saves spaces on bandwidth to graphics card.

 

Please post of a screenshot of what you have... and what you want it to look because I have the feeling I don't understand what you want

How much wood could a woodchuck chuck if a wood chuck could chuck wood - Guybrush Treepwood

 

I wrote my own mod ish... still a few bugs to fix. http://thaumcraft.duckdns.org/downloads/MagicCookies-1.0.6.4.jar

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That's simply size problem. Please post the rendering code.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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code:

 

 

public TestGui(){

 

...

 

Image = new BufferedImage(600, 600, BufferedImage.TYPE_INT_ARGB);

 

...

 

}

 

@Override

public void drawScreen(int mouseX, int mouseY, float par3) {

   

          ...

 

           

          this.mc.getTextureManager().bindTexture(Texturelocation);

          drawTexturedModalRect(150, 120, 0, 0, 600, 600);

           

           

          RenderHelper.enableGUIStandardItemLighting();RenderHelper.disableStandardItemLighting();

          super.drawScreen(mouseX, mouseY, par3);

          RenderHelper.enableStandardItemLighting();

}

 

 

 

Subscribed to the game tick with some checks to prevent executing when it's not needed:

 

 

        DrawGraph(Image);

        Dynamic = new DynamicTexture(Image);

        Texturelocation = this.mc.getTextureManager().getDynamicTextureLocation("ModControl.Graph",Dynamic);

 

 

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Do not use drawTexturedModalRect. It has several problems with texture size, etc.

Make your custom implementation replacing that. (Texture u,v should be 0,1 -> 1,1 -> 1,0 -> 0,0)

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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