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Posted

I would have thought this would have been quite a simple problem to find the answer to online, but after a couple hours of searching... I can't find a single thing.

 

Image:

 

sKXr6Tq.png

 

 

Upon drawing multiple textures, the shading of the later does not match the source file.

 

Code:

 

 

/*--------------- Background ---------------*/
@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY)
{		

	//Variables
	int marginHorizontal = (width - xSize) / 2;
	int marginVertical = (height - ySize) / 2;
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

	//Draw main gui
	mc.getTextureManager().bindTexture(infusatronGuiTextures);


	drawTexturedModalRect(marginHorizontal, marginVertical, 0, 0, xSize, ySize);

	//If search mode, draw catalogue
	if(searchMode)
	{
		mc.getTextureManager().bindTexture(infusatronSearchTextures);
		drawTexturedModalRect(marginHorizontal, marginVertical, 0, 0, xSize, ySize);
		searchTextField.drawTextBox();
	}
}

 

 

 

I am presuming I just need to refresh something in the frontrenderer? or GL11? But I can't find (or figure out) what.

 

Any idea?

 

Thanks in advance.

Posted

Sorry but what is it exactly not shading correctly?

 

Sorry for the bump, but I was away on holiday for the last week.

 

To answer your question, the area in the image where the 25 slots and search bar are. One of the balances of the image is off, but I can't figure out why or how to fix it.

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