Posted June 24, 20178 yr Hey. Is there an easy way of doing a Gui which isn't resized by Gui Scale? I want to have a full Screen Gui with every rect in fixed Position. Edited June 25, 20178 yr by ArmamentHaki
June 24, 20178 yr Author but how do I completely undo it? GlStateManager.pushMatrix(); GlStateManager.scale(1.0, 1.0, 1.0); mc.renderEngine.bindTexture(mainGui); mc.ingameGUI.drawModalRectWithCustomSizedTexture(x-x/3 - 250, 0, 0, 0, 500, 125, 500, 125); GlStateManager.popMatrix(); thats what I tried but GuiScale still affects it, I also tried it with GL11 and it works the same.
June 24, 20178 yr Author 16 minutes ago, diesieben07 said: Scaling by a scale factor of 1 does precisely nothing. yeah I know and I also tried different factors which all resized the gui properly, but when I then changed the gui scale, the gui still got bigger and smaller
June 25, 20178 yr Author Ok, so heres what I did: GL11.glPushMatrix(); int i = 250; if(event.getResolution().getScaleFactor() == 2)GL11.glScaled(1.0, 1.0, 1.0); if(event.getResolution().getScaleFactor() == 1) { GL11.glScaled(2.0, 2.0, 2.0); i= i*3; } if(event.getResolution().getScaleFactor() == 3) { GL11.glScaled(0.666, 0.666, 0.666); i = i/3; } if(event.getResolution().getScaleFactor() == 4) { GL11.glScaled(0.5, 0.5, 0.5); i = 0; } mc.renderEngine.bindTexture(mainGui); mc.ingameGUI.drawModalRectWithCustomSizedTexture(x/2 - i, 0, 0, 0, 500, 125, 500, 125); GL11.glPopMatrix(); This works now, thanks
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