Posted March 4, 20187 yr Hi everyone. I'm just starting my adventure in Forge modding now, and I need to display transparent text, however... If I attempt to draw text at all, this succeeds, however the food bar starts looking really weird... If I try to make the text transparent, the food bar still looks weird, but also becomes transparent... The code: package com.example.examplemod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiTextField; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.init.Blocks; import net.minecraft.util.text.TextComponentString; import net.minecraftforge.client.event.RenderGameOverlayEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.gameevent.PlayerEvent; import org.apache.logging.log4j.Logger; import org.lwjgl.opengl.GL11; import java.awt.*; @Mod(modid = ExampleMod.MODID, name = ExampleMod.NAME, version = ExampleMod.VERSION) public class ExampleMod { public static final String MODID = "examplemod"; public static final String NAME = "Example Mod"; public static final String VERSION = "1.0"; private static Logger logger; @SubscribeEvent public void test(PlayerEvent.ItemPickupEvent e) { e.player.sendMessage(new TextComponentString(e.player.getName())); } @SubscribeEvent public void test2(RenderGameOverlayEvent.Post e) { Minecraft.getMinecraft().fontRenderer.drawStringWithShadow("Test!!", 0, 0, Color.WHITE.getRGB()); } @EventHandler public void preInit(FMLPreInitializationEvent event) { logger = event.getModLog(); } @EventHandler public void init(FMLInitializationEvent event) { // some example code logger.info("DIRT BLOCK >> {}", Blocks.DIRT.getRegistryName()); MinecraftForge.EVENT_BUS.register(this); } } Edited March 4, 20187 yr by FrozenDroid
March 4, 20187 yr Well if you look at the drawStringWithShadow() method you'll see it ends up calling drawString() with shadow parameter which has code that does enableAlpha() as well as resetStyles(). It seems that the resetStyles() should only affect text. But the enableAlpha() I suppose could affect things afterwards. Maybe you can check alpha setting before your code and then restore it afterwards to preserve the setting value for whatever renders afterwards. Also, the overlay event has multiple sub-events. Maybe it would be "safer" to handle the Text event or the Chat event or one of those, where maybe there is a better clean up of any settings changes. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
March 4, 20187 yr Author Thanks @jabelar and @diesieben07, I ended up using the RenderGameOverlayEvent.Text event instead, and everything works perfectly now
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.