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How to render Hud without messing up Hud [Resolved]


Kenkron

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I’ve been trying to make a minimap addon for antique atlas. It’s going well, but when I go into survival mode, there is a problem with the GUI.  It seems that the last texture I bind for my minimap is also used hunger textures (not XP and HP).  I think I must be binding textures the wrong way, but I can’t seem to figure out what the right way is.  I’ve been trying to work off of the tuorial here. (This happens in 1.8.9:11.15.1.1722)

Here’s what I have right now:

//somewhere in//@SubscribeEvent(priority = EventPriority.NORMAL)//public void eventHandler(RenderGameOverlayEvent.Post event) Minecraft.getMinecraft().renderEngine.bindTexture(key); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(maxU, maxV); GL11.glVertex2f(x+tileHalfSize, y+ tileHalfSize); GL11.glTexCoord2f(maxU, minV); GL11.glVertex2f(x+tileHalfSize,y); GL11.glTexCoord2f(minU, minV); GL11.glVertex2f(x,y); GL11.glTexCoord2f(minU, maxV); GL11.glVertex2f(x,y+ tileHalfSize); GL11.glEnd(); Anybody know a better way to draw HUD textures? Should I just rebind the hp/xp/hunger texture afterwards (is there a clean way to access that)?

Thanks

 

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