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Posted

Hi there!

I have an overlay (Hooked into RenderGameOverlayEvent) and have tried drawing a simple semi-transparent white rectangle

Unfortunatly, the rectangle is opaque (not 50% transparent), and items become invisble in my hotbar, and when I open my inventory screen

Showing NEI crashes with a message to do with drawing items.

 

Here's the NEI crash stack in case if it helps

        at net.minecraft.item.ItemStack.getMetadata(ItemStack.java:280)
at net.minecraft.client.renderer.ItemModelMesher.getMetadata(ItemModelMesher.java:70)
at net.minecraft.client.renderer.ItemModelMesher.getItemModel(ItemModelMesher.java:43)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:360)
at codechicken.nei.guihook.GuiContainerManager.drawItem(GuiContainerManager.java:210)
at codechicken.nei.guihook.GuiContainerManager.drawItem(GuiContainerManager.java:178)
at codechicken.nei.ItemPanel.draw(ItemPanel.java:129)
at codechicken.nei.LayoutManager.renderObjects(LayoutManager.java:197)
at codechicken.nei.guihook.GuiContainerManager.renderObjects(GuiContainerManager.java:389)
at net.minecraft.client.gui.inventory.GuiContainer.drawScreen(GuiContainer.java:135)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:470)

 

Transparency works on the shadow at the bottom of the white rectangle, and it also works if I clear the screen before drawing anything.

 

nVAsIdr.jpg

 

Here's the code for the overlay

            GuiUtils.setup(false);
            rootComponent.onUpdate();

            GL11.glColor4d(1, 1, 1, 1);
            GlStateManager.enableTexture2D();
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glMatrixMode(GL11.GL_PROJECTION);

            int guiScale = new ScaledResolution(Minecraft.getMinecraft(), Minecraft.getMinecraft().displayWidth, Minecraft.getMinecraft().displayHeight).getScaleFactor();
            GL11.glScaled(guiScale, guiScale, guiScale);

 

rootComponent.onUpdate()

draws the UI

 

Here's

GuiUtils.setup()

    public static void setup(boolean clearBuffer) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 10000, -10000);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        if (clearBuffer) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        }

        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);

        GlStateManager.enableBlend();
        GlStateManager.disableTexture2D();
        GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
        GlStateManager.color(1, 1, 1, 1);
        TextureImpl.bindNone();
    }

Posted

I'd need to see the whole class so I can see the ordering of your calls but you've forgotten to pop part of the stack and have fucked the GLState, plain and simple here (done this countless times myself ;])

 

IE you call

        GlStateManager.disableTexture2D();

I've got no clues if you've reenabled the textures or not

I think its my java of the variables.

Posted

I'd need to see the whole class so I can see the ordering of your calls but you've forgotten to pop part of the stack and have fucked the GLState, plain and simple here (done this countless times myself ;])

 

IE you call

        GlStateManager.disableTexture2D();

I've got no clues if you've reenabled the textures or not

 

I do re-enable Texture2D

            GuiUtils.setup(false);
            rootComponent.onUpdate();

            GL11.glColor4d(1, 1, 1, 1);
            GlStateManager.enableTexture2D(); // <<<< This line here!
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glMatrixMode(GL11.GL_PROJECTION);

            int guiScale = new ScaledResolution(Minecraft.getMinecraft(), Minecraft.getMinecraft().displayWidth, Minecraft.getMinecraft().displayHeight).getScaleFactor();
            GL11.glScaled(guiScale, guiScale, guiScale);

 

As for seeing the whole class... (There's several)

Well... I made a custom GUI system. I'll show you the main parts.

All of the drawing is done with the GuiUtils class

The other main classes are UIRootComponent, UIComponent and GuiGameOverlay

 

Here are the 4 files (You asked for the whole thing. It's rather large!):

https://gist.github.com/CraftedCart/e53f6465e60fff6ed45d

Posted

It seems that messing with the GL Matrix stuffs it up...

Any advice anyone?

Doing

GL11.glMatrixMode(GL11.GL_PROJECTION);

after drawing works, but only when the Minecraft window is small. Otherwise, the window is just a solid colour.

Posted

It seems that messing with the GL Matrix stuffs it up...

Any advice anyone?

Doing

GL11.glMatrixMode(GL11.GL_PROJECTION);

after drawing works, but only when the Minecraft window is small. Otherwise, the window is just a solid colour.

You'll need to trace back and find what matrix mode was being used previously and set it back to that when you're done then

I think its my java of the variables.

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