Posted November 14, 20159 yr I have 2 methods that are rendering. One is rendering a HUD while the other is rendering vertexes. Problem is that when HUD is rendering the vertexes render as overlay, making the hand RED, etc instead of making an actual square in the screen. public static void draw(String s, int i, int ii, int iii) { GL11.glPushMatrix(); Minecraft.getMinecraft().entityRenderer.setupOverlayRendering(); Minecraft.getMinecraft().fontRendererObj.drawString(s, ii, i, iii); GL11.glPopMatrix(); } ^That's the HUD renderer. GL11.glVertex3d ^This is the method I'm using to render a square in game.(Not showing full code of this, though it works without HUD.)
November 14, 20159 yr First of all - there is no "urgent", nor "non-urgent" stuff on this forum. You are not special and will be treated same (if not even worse than people who actually not use words like "urgent"). Second: What events are you using to render this stuff? Third: Why are you using setupOverlayRendering()? Fourth: If not - use RenderGameOverlay event. If you alredy are: post FULL code. 1.7.10 is no longer supported by forge, you are on your own.
November 14, 20159 yr Author First of all - there is no "urgent", nor "non-urgent" stuff on this forum. You are not special and will be treated same (if not even worse than people who actually not use words like "urgent"). Second: What events are you using to render this stuff? Third: Why are you using setupOverlayRendering()? Fourth: If not - use RenderGameOverlay event. If you alredy are: post FULL code. I am rendering text on screen so I used the setupOverlayRendering method. I am trying to render a square using GL11 at the same time. This is causing the problem.
November 14, 20159 yr Class: EventsClient @SubscribeEvent public void onOvelay(RenderGameOverlayEvent.Pre/Post event) // pick sub-event { if (event.type == ElementType.ALL) // pick ONE type, otherwise it is rendered few times. { Minecraft.getMinecraft().fontRendererObj.drawString(s, x, y, color); } } Registering: (in ClientProxy by preInit). MinecraftForge.EVENT_BUS.register(new EventsClient()); 1.7.10 is no longer supported by forge, you are on your own.
November 14, 20159 yr Author For me it doesn't render it on screen. It renders it in 3d. That's why I used the setupOverlay method.
November 14, 20159 yr So you want it to render ON screen, or NOT? Code i gave WILL render it on screen. If not - you are at fault, therefore POST GODDAMN CODE! I ain't helping until you give me something to work with (and yes, I am angry right now, but not at you). 1.7.10 is no longer supported by forge, you are on your own.
November 14, 20159 yr Author So you want it to render ON screen, or NOT? Code i gave WILL render it on screen. If not - you are at fault, therefore POST GODDAMN CODE! I ain't helping until you give me something to work with (and yes, I am angry right now, but not at you). Minecraft.getMinecraft().fontRendererObj.func_175063_a(s, i, i, i); This is the method I used. The problem is not about methods, etc. It's about doing 2 different types of rendering on same event listeners.
November 14, 20159 yr Author I fixed this. Only problem is that the text gets darker when the other Gl11 method starts. Any solutions?
November 14, 20159 yr It's about doing 2 different types of rendering on same event listeners. Why are you trying to render 2D and 3D things on the same event? Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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