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[1.11] Messed up rendering


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Posted

I'm trying to build a hud to display information to the player. It's rendering really wierd, in that it is binding a texture to the vanilla lives, xp meter, food meter, etc. What am I doing wrong?

 

Here is an image of what it's doing:

Spoiler

JLQe112.png

 

Here is my code:

Spoiler

Event that is called to render my Hud:


@SubscribeEvent
    public void onGameOverlay(RenderGameOverlayEvent event) {
        FontRenderer fontRenderer = Minecraft.getMinecraft().fontRenderer;
        ScaledResolution scaledResolution = event.getResolution();

        HudRenderer.doRender(scaledResolution, fontRenderer);
    }

 

HudRenderer:


public class HudRenderer {
    private static float hydration = EnviroSettings.startingHydration;
    private static float temperature = EnviroSettings.startingTemperature;
    private static float sanity = EnviroSettings.startingSanity;
    private static float airQuality = EnviroSettings.startingAirQuality;

    public static void updateStatusBar(int id, float value) {
        if(id > 3) {
            throw new FieldIdOutOfBoundsException("ID must be between 0 and 3 inclusive.");
        }

        hydration = id == 0 ? value : hydration;
        temperature = id == 1 ? value : temperature;
        sanity = id == 2 ? value : sanity;
        airQuality = id == 3 ? value : airQuality;
    }

    public static float getField(int id) {
        if(id > 3) {
            throw new FieldIdOutOfBoundsException("ID must be between 0 and 3 inclusive.");
        }

        return id == 0 ? hydration : id == 1 ? temperature : id == 2 ? sanity : id == 3 ? airQuality : 0;
    }

    public static void doRender(ScaledResolution scaledResolution, FontRenderer fontRenderer) {
        TextureManager textureManager = Minecraft.getMinecraft().getTextureManager();

        float width = scaledResolution.getScaledWidth();
        float height = scaledResolution.getScaledHeight();

        //Hydration
        textureManager.bindTexture(new ResourceLocation(EnviroMineRevived.ModId + ":textures/gui/status_gui.png"));
        RenderUtil.drawTexturedModalRect(5, height - 30, 0, 1, 61, 6);

        textureManager.bindTexture(new ResourceLocation(EnviroMineRevived.ModId + ":textures/gui/status_gui.png"));
        RenderUtil.drawTexturedModalRect(5, height - 30, 64, 1, getScaledHydration(61, (int)EnviroSettings.maxHydration, (int)hydration), 6);

        textureManager.bindTexture(new ResourceLocation(EnviroMineRevived.ModId + ":textures/gui/status_gui.png"));
        RenderUtil.drawTexturedModalRect(4, height - 31, 32, 1, 40, 63);
    }

    public static int getScaledHydration(int pixels, int totalHydration, int hydration) {
        return hydration / totalHydration * pixels;
    }
}

 

RenderUtil (partially taken from a Gui class):


public class RenderUtil {

    protected static float zLevel;

    /**
     * Draws a textured rectangle at the current z-value.
     *
     * Taken from Gui class in vanilla source.
     */
    public static void drawTexturedModalRect(int x, int y, int textureX, int textureY, int width, int height)
    {
        float f = 0.00390625F;
        float f1 = 0.00390625F;
        Tessellator tessellator = Tessellator.getInstance();
        VertexBuffer vertexbuffer = tessellator.getBuffer();
        vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
        vertexbuffer.pos((double)(x + 0), (double)(y + height), (double)zLevel).tex((double)((float)(textureX + 0) * 0.00390625F), (double)((float)(textureY + height) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(x + width), (double)(y + height), (double)zLevel).tex((double)((float)(textureX + width) * 0.00390625F), (double)((float)(textureY + height) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(x + width), (double)(y + 0), (double)zLevel).tex((double)((float)(textureX + width) * 0.00390625F), (double)((float)(textureY + 0) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(x + 0), (double)(y + 0), (double)zLevel).tex((double)((float)(textureX + 0) * 0.00390625F), (double)((float)(textureY + 0) * 0.00390625F)).endVertex();
        tessellator.draw();
    }

    /**
     * Draws a textured rectangle using the texture currently bound to the TextureManager
     *
     * Taken from Gui class in vanilla source.
     */
    public static void drawTexturedModalRect(float xCoord, float yCoord, int minU, int minV, int maxU, int maxV)
    {
        float f = 0.00390625F;
        float f1 = 0.00390625F;
        Tessellator tessellator = Tessellator.getInstance();
        VertexBuffer vertexbuffer = tessellator.getBuffer();
        vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
        vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + (float)maxV), (double)zLevel).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + (float)maxV), (double)zLevel).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + maxV) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(xCoord + (float)maxU), (double)(yCoord + 0.0F), (double)zLevel).tex((double)((float)(minU + maxU) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex();
        vertexbuffer.pos((double)(xCoord + 0.0F), (double)(yCoord + 0.0F), (double)zLevel).tex((double)((float)(minU + 0) * 0.00390625F), (double)((float)(minV + 0) * 0.00390625F)).endVertex();
        tessellator.draw();
    }

    /**
     * Draws a texture rectangle using the texture currently bound to the TextureManager
     *
     * Taken from Gui class in vanilla source.
     */
    public static void drawTexturedModalRect(int xCoord, int yCoord, TextureAtlasSprite textureSprite, int widthIn, int heightIn)
    {
        Tessellator tessellator = Tessellator.getInstance();
        VertexBuffer vertexbuffer = tessellator.getBuffer();
        vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
        vertexbuffer.pos((double)(xCoord + 0), (double)(yCoord + heightIn), (double)zLevel).tex((double)textureSprite.getMinU(), (double)textureSprite.getMaxV()).endVertex();
        vertexbuffer.pos((double)(xCoord + widthIn), (double)(yCoord + heightIn), (double)zLevel).tex((double)textureSprite.getMaxU(), (double)textureSprite.getMaxV()).endVertex();
        vertexbuffer.pos((double)(xCoord + widthIn), (double)(yCoord + 0), (double)zLevel).tex((double)textureSprite.getMaxU(), (double)textureSprite.getMinV()).endVertex();
        vertexbuffer.pos((double)(xCoord + 0), (double)(yCoord + 0), (double)zLevel).tex((double)textureSprite.getMinU(), (double)textureSprite.getMinV()).endVertex();
        tessellator.draw();
    }
}

 

 

Posted

You're leaving your texture bound after your HUD is rendered, but GuiIngameForge expects the icons texture to still be bound.

 

Don't subscribe to RenderGameOverlayEvent itself, subscribe to RenderGameOverlayEvent.Post and pick a specific ElementType to render your HUD after. Currently you're rendering your HUD before and after every element.

 

Why not have your HUD extend Gui so you don't need to copy its methods?

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Ok. I've changed it to RenderGameOverlayEvent.Post, but how would I render after an ElementType?

Posted
Just now, Awesome_Spider said:

Ok. I've changed it to RenderGameOverlayEvent.Post, but how would I render after an ElementType?

 

RenderGameOverlayEvent#getType returns the ElementType.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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