Posted July 21, 20178 yr As title, when I use drawTexturedModalRect(), it draw a purple square on the screen. Could anyone tell me what's wrong with my code? public class playInventoryLockGUI extends GuiInventory { final ResourceLocation icon_party = new ResourceLocation(Reference.MODID, "textures/icon_party.png"); int u = 1; int v = 1; public playInventoryLockGUI(EntityPlayer player) { super(player); } @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { super.drawScreen(mouseX, mouseY, partialTicks); this.mc.renderEngine.bindTexture(icon_party); GlStateManager.color(2.0f, 2.0f, 2.0f); GlStateManager.pushMatrix(); { GlStateManager.scale(0.5f, 0.5f, 1f); drawTexturedModalRect(200, 200, u, v, 26, 26 ); } GlStateManager.popMatrix(); } } Screenshot: Texture: Edited July 21, 20178 yr by Zee
July 21, 20178 yr I think you need to add .png Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
July 21, 20178 yr Author 8 minutes ago, Kokkie said: I think you need to add .png I added but still same, a purple square on screen.
July 21, 20178 yr 31 minutes ago, Zee said: GlStateManager.color(2.0f, 2.0f, 2.0f); What happens if you remove this line? What happens if you change it to 1.0f, 1.0f, 1.0f? (May not be useful right now, but once you've solved the missing texture problem...) Edited July 21, 20178 yr by Earthcomputer catch(Exception e) { } Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).
July 21, 20178 yr Author 24 minutes ago, Earthcomputer said: What happens if you remove this line? What happens if you change it to 1.0f, 1.0f, 1.0f? (May not be useful right now, but once you've solved the missing texture problem...) I already try that. It does not fix the texture. i add this line because, there was a drawString() before drawTexturedModalRect(). This is how i call this playInventoryLockGUI: public void onOpenGUI (GuiOpenEvent event) { GuiScreen gui = event.getGui(); if ( (gui instanceof GuiInventory) && (!(gui instanceof playInventoryLockGUI))){ gui = new playInventoryLockGUI(Reference.mc().thePlayer); event.setGui(gui); } } Edited July 21, 20178 yr by Zee
July 21, 20178 yr The only other thing I can think of is to check whether the texture really exists in src/main/resources/assets/<modid>/textures/icon_party.png, check the spellings exactly, make sure your mod ID is all lower case, and refresh the folder so the IDE knows it's there. If none of those work, I'm at as much of a loss as you are. catch(Exception e) { } Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).
July 21, 20178 yr Author 27 minutes ago, Earthcomputer said: The only other thing I can think of is to check whether the texture really exists in src/main/resources/assets/<modid>/textures/icon_party.png, check the spellings exactly, make sure your mod ID is all lower case, and refresh the folder so the IDE knows it's there. If none of those work, I'm at as much of a loss as you are. I double check the path, there is not problem with that. but i solve it. thx all. problem is here: ResourceLocation icon_party = new ResourceLocation(Reference.MODID, "textures/icon_party.png"); Should be: ResourceLocation icon_party = new ResourceLocation ( Reference.MODID + ":textures/icon_party.png"); //or ResourceLocation icon_party = new ResourceLocation ("<modid>:textures/icon_party.png"); Edited July 21, 20178 yr by Zee
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