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[1.10.2] [GuiScreen] Binding textures after drawString


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Posted

Why after drawing string with fontRendererObj it doesn't bind my texture, leaving unicode textrue in textureManager? Example:

this.fontRendererObj.drawString(level, guiX + 52, guiY + 12, 0xdddd00, true);
        this.mc.getTextureManager().bindTexture(texture);
        //---------------draw xp line 186px
        String xp = sg.getXP() + "/" + sg.getXPForNextLevel();
        int  perc = (sg.getXP() * 100) / sg.getXPForNextLevel();
        this.drawTexturedModalRect(guiX + 52, guiY + 24, 0, 24, 186 , 5);
        this.drawTexturedModalRect(guiX + 52, guiY + 24, 0, 29, 186 * perc / 100, 5);

If i don't bind this.mc.getTextureManager().bindTexture(texture); again, unicode texture will be used do drawTexturedModalRect

Mod,  that adds skill system (WIP, 1.10.2)

https://github.com/faraddox/NotEnoughSkills

Posted

To render text on a screen, it has to bind the unicode texture to actually draw different letters and numbers from. It doesn't rebind the previous texture, so you have to do it after you are drawing text.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted
  On 10/28/2016 at 11:34 AM, larsgerrits said:

To render text on a screen, it has to bind the unicode texture to actually draw different letters and numbers from. It doesn't rebind the previous texture, so you have to do it after you are drawing text.

Yes, i understand this after testing. I'm interesting why forge doesn't implement something better yet, cause i spend all night to test and find where is the problem :)

Mod,  that adds skill system (WIP, 1.10.2)

https://github.com/faraddox/NotEnoughSkills

Posted

Because that's how Minecraft core works. Minecraft Forge already made an astounding job by providing essentials and more for mod development.

 

I'd rather say, why nobody created a Forge Codex/in-depth Documentation (that covers all aspects starting from adding stuff like blocks, items, etc. ending on complex stuff like client-server sync of custom entities/stuff, complex client rendering, GUI, etc.), yet? That will be much helpful, for everybody.

Blockbuster – simple machinimas and cinematics for Minecraft
Posted

If you want, you can make a pull request to the Forge Documentation GitHub, and if it gets accepted, it will put on http://mcforge.readthedocs.io/, which already has some nice documentation.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted
  On 10/28/2016 at 12:17 PM, larsgerrits said:

 

I'll be glad to, but I'm by no means a master or expert. I once wrote a tutorial about Capability System on PMC, but as you can see it more like "if you want this, do that, because that." :D

Blockbuster – simple machinimas and cinematics for Minecraft

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