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Posted

Hi. I'm making my sign. In General it is quite successful, I made it, but the only thing that I can't do it - I want to upload your own image with fonts. But why is it still loaded in vanilla. Do I need to register as my FontRenderer?

If necessary, how to do it?

 

My FontRenderer
 

public class SovFontRenderer extends FontRenderer {

	public SovFontRenderer(GameSettings gameSettingsIn, ResourceLocation location, TextureManager textureManagerIn,
			boolean unicode) {
		super(gameSettingsIn, location, textureManagerIn, unicode);

	}

}

This is part code TESR

  GlStateManager.popMatrix();
        Minecraft mc = Minecraft.getMinecraft();
        SovFontRenderer fontrenderer = new SovFontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);

        float f3 = 0.010416667F;
        GlStateManager.translate(0.0F, 0.33333334F, 0.046666667F);
        GlStateManager.scale(0.010416667F, -0.010416667F, 0.010416667F);
        GlStateManager.glNormal3f(0.0F, 0.0F, -0.010416667F);
        GlStateManager.depthMask(false);
        int i = 0;

        if (destroyStage < 0)
        {
            for (int j = 0; j < te.signText.length; ++j)
            {
                if (te.signText[j] != null)
                {
                    ITextComponent itextcomponent = te.signText[j];
                    List<ITextComponent> list = GuiUtilRenderComponents.splitText(itextcomponent, 90, fontrenderer, false, true);
                    String s = list != null && !list.isEmpty() ? ((ITextComponent)list.get(0)).getFormattedText() : "";

                    if (j == te.lineBeingEdited)
                    {
                        s = "[" + s + "]";
                        fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, j * 10 - te.signText.length * 6, 0);
                    }
                    else
                    {
                        fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, j * 10 - te.signText.length * 6, 0);
                    }
                }
            }
        }

        
    	
        GlStateManager.depthMask(true);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        
        GlStateManager.popMatrix();

 

Posted

Your font doesn't support unicode, it's just one sheet of characters, likely within the 0-256 range, thus passing true to the unicode boolean argument makes no sense.

 

Don't create a new font renderer instance every frame.

 

You don't need a custom fontrenderer class here.

 

You would also need to register your font renderer as a resource reload listener so it actually reads the glyphs from the texture. You need to do this at an appropriate time though.

Posted

Well, the fonts are contained in the game as a png image. And processed by Fontrenderer.I mean, if I don't need to create my class Fontrenderer. So how can I register it correctly?

Posted

But I need my own font, and not the same as in vanilla.

 

You said that I need to register Fontrenderer. 

 

How do I need to do this?

Posted (edited)

Thank you, I almost understood.

 

When I create a new object like this:

  Minecraft mc = Minecraft.getMinecraft();
    FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, false);

I get null in locationTexture in mc.renderEngine. This is strange, because the path is correct.

 

Edited by Xumuk
Posted (edited)

On top of the letter "B" should be a black square, if it was my texture.

2d601633a6308c95b148b17ad7f4e5d9.png

@SideOnly(Side.CLIENT)
public class SovTileEntitySignRender extends TileEntitySpecialRenderer<TileEntitySovSign>
{
    private static final ResourceLocation SIGN_TEXTURE = new ResourceLocation("soviet:textures/entity/walltile_1.png");
  
    private final SovSignModel model = new SovSignModel();
    Minecraft mc = Minecraft.getMinecraft();
   
    public FontRenderer getFR() {
    	FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);
   
    	return fr;
    }
   
    public void render(TileEntitySovSign te, double x, double y, double z, float partialTicks, int destroyStage, float alpha)
    {
    	
        Block block = te.getBlockType();
        GlStateManager.pushMatrix();
        float f = 0.6666667F;

        if (block == Blocks.STANDING_SIGN)
        {
            GlStateManager.translate((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F);
            float f1 = (float)(te.getBlockMetadata() * 360) / 16.0F;
            GlStateManager.rotate(-f1, 0.0F, 1.0F, 0.0F);
       
        }
        else
        {
            int k = te.getBlockMetadata();
            float f2 = 0.0F;

            if (k == 2)
            {
                f2 = 180.0F;
            }

            if (k == 4)
            {
                f2 = 90.0F;
            }

            if (k == 5)
            {
                f2 = -90.0F;
            }

            GlStateManager.translate((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F);
            GlStateManager.rotate(-f2, 0.0F, 1.0F, 0.0F);
            GlStateManager.translate(0.0F, -0.3125F, -0.4375F);
           
        }

        if (destroyStage >= 0)
        {
            this.bindTexture(DESTROY_STAGES[destroyStage]);
            GlStateManager.matrixMode(5890);
            GlStateManager.pushMatrix();
            GlStateManager.scale(4.0F, 2.0F, 1.0F);
            GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
            GlStateManager.matrixMode(5888);
        }
        else
        {
            this.bindTexture(SIGN_TEXTURE);
        }

        GlStateManager.enableRescaleNormal();
        GlStateManager.pushMatrix();
        GlStateManager.scale(0.6666667F, -0.6666667F, -0.6666667F);
      
        model.bone.render(0.0625F);
        model.bone2.render(0.0625F);
        GlStateManager.popMatrix();
        FontRenderer fr = this.getFR();
      
        float f3 = 0.010416667F;
        GlStateManager.translate(0.0F, 0.33333334F, 0.046666667F);
        GlStateManager.scale(0.010416667F, -0.010416667F, 0.010416667F);
        GlStateManager.glNormal3f(0.0F, 0.0F, -0.010416667F);
        GlStateManager.depthMask(false);
        int i = 0;

        if (destroyStage < 0)
        {
            for (int j = 0; j < te.signText.length; ++j)
            {
                if (te.signText[j] != null)
                {
                    ITextComponent itextcomponent = te.signText[j];
                    List<ITextComponent> list = GuiUtilRenderComponents.splitText(itextcomponent, 40, fr, false, true);
                    String s = list != null && !list.isEmpty() ? ((ITextComponent)list.get(0)).getFormattedText() : "";

                    if (j == te.lineBeingEdited)
                    {
                        s = "[" + s + "]";
                        fr.drawString(s, -fr.getStringWidth(s) / 2, j * 10 - te.signText.length * 8, 0);
                    } 
                    else
                    {
                    	fr.drawString(s, -fr.getStringWidth(s) / 2, j * 10 - te.signText.length * 8, 0xc90014);
                    }
                }
            }
        }

        
    	
        GlStateManager.depthMask(true);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        
        GlStateManager.popMatrix();

        if (destroyStage >= 0)
        {
            GlStateManager.matrixMode(5890);
            GlStateManager.popMatrix();
            GlStateManager.matrixMode(5888);
        }
    }
}

 

Edited by Xumuk
Posted
  On 4/8/2019 at 5:03 PM, Xumuk said:

FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);

Expand  

 

  On 4/7/2019 at 1:14 PM, V0idWa1k3r said:

Don't create a new font renderer instance every frame.

 

Expand  

 

  On 4/7/2019 at 1:14 PM, V0idWa1k3r said:

Your font doesn't support unicode, it's just one sheet of characters, likely within the 0-256 range, thus passing true to the unicode boolean argument makes no sense.

 

Expand  

 

  On 4/7/2019 at 1:14 PM, V0idWa1k3r said:

You would also need to register your font renderer as a resource reload listener so it actually reads the glyphs from the texture. You need to do this at an appropriate time though.

Expand  

 

Posted

There is no registration in the minecraft init class method, there is just a new object created by the FomtRenderer indicating the path. Similarly, I create a new object in ClientProxy, and call it in the render.

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