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So I am wondering how to render text into the world, pretty much the same way like a name tag.

 

I found out that RenderWorldEvent.Pre/Post is never actually called, or is it?

 

So I tried using RenderWorldLastEvent.

 

Now ehen I try rendering, it does not really render, maybe the problem is, that RenderWorldLastEvent does not call it correctly, or my code is wrong.

 

@SubscribeEvent
    public void renderGameOverlayEvent(RenderWorldLastEvent event) {
        EntityPlayer player = mc.thePlayer;
        if (getItemPlayerIsLookingAt(player) != null) {
            if (getItemPlayerIsLookingAt(player) instanceof EntityItem) {
                EntityItem item = (EntityItem) getItemPlayerIsLookingAt(player);
                renderText(item, "heyyy )", item.posX, item.posY + 1, item.posZ, 64);
            }
        }

    }

 

The method gets called

 

This is only copied from the RenderEntity class

 

protected void renderText(Entity entity, String text, double x, double y, double z, int p_147906_9_) {
        renderManager = mc.getRenderManager();
        double d3 = entity.getDistanceSqToEntity(renderManager.livingPlayer);
        if (d3 <= (double) (p_147906_9_ * p_147906_9_)) {
            FontRenderer fontrenderer = renderManager.getFontRenderer();
            float f = 1.6F;
            float f1 = 0.016666668F * f;
            GlStateManager.pushMatrix();
            GlStateManager.translate((float) x + 0.0F, (float) y + entity.height + 0.5F, (float) z);
            GL11.glNormal3f(0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
            GlStateManager.scale(-f1, -f1, f1);
            GlStateManager.disableLighting();
            GlStateManager.depthMask(false);
            GlStateManager.disableDepth();
            GlStateManager.enableBlend();
            GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
            Tessellator tessellator = Tessellator.getInstance();
            WorldRenderer worldrenderer = tessellator.getWorldRenderer();
            byte b0 = 0;


            GlStateManager.disableTexture2D();
            worldrenderer.startDrawingQuads();
            int j = fontrenderer.getStringWidth(text) / 2;
            worldrenderer.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
            worldrenderer.addVertex((double) (-j - 1), (double) (-1 + b0), 0.0D);
            worldrenderer.addVertex((double) (-j - 1), (double) (8 + b0), 0.0D);
            worldrenderer.addVertex((double) (j + 1), (double) (8 + b0), 0.0D);
            worldrenderer.addVertex((double) (j + 1), (double) (-1 + b0), 0.0D);
            tessellator.draw();
            GlStateManager.enableTexture2D();
            fontrenderer.drawString(text, -fontrenderer.getStringWidth(text) / 2, b0, 553648127);
            GlStateManager.enableDepth();
            GlStateManager.depthMask(true);
            fontrenderer.drawString(text, -fontrenderer.getStringWidth(text) / 2, b0, -1);
            GlStateManager.enableLighting();
            GlStateManager.disableBlend();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            GlStateManager.popMatrix();
        }
    }

 

Frankly, my knowledge about rendering is not the best, but there is no error when rendering and the game does not crash, but it is simply not getting rendered.

 

 

Creator of Extra Shoes

 

Watch out, I'm total jerk, and I'll troll anybody if it feels like its necessary. Pls report me then

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