Posted April 13, 20196 yr I am having a problem with a custom chest that I have created where the GUI looks extremely weird. It doesn't display the assigned texture and instead displays some random characters on the right side of the GUI. Here is my GUI code: package com.kpzip.SushiMod.inventory.gui; import net.minecraft.client.gui.inventory.GuiContainer; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.util.ResourceLocation; import com.kpzip.SushiMod.blocks.tileentity.TileEntityBambooChest; import com.kpzip.SushiMod.inventory.container.ContainerBambooChest; import com.kpzip.SushiMod.util.Reference; public class GuiBambooChest extends GuiContainer { public static final ResourceLocation GUI_CHEST = new ResourceLocation(Reference.MOD_ID + ":textures/gui/bamboo_chest_gui.png"); private final InventoryPlayer playerInventory; private final TileEntityBambooChest te; public GuiBambooChest(InventoryPlayer playerInventory, TileEntityBambooChest chestInventory, EntityPlayer player) { super(new ContainerBambooChest(playerInventory, chestInventory, player)); this.playerInventory=playerInventory; this.te=chestInventory; this.xSize=179; this.ySize=256; } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); this.mc.getTextureManager().bindTexture(GUI_CHEST); } @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) { this.fontRenderer.drawString(this.te.getDisplayName().getUnformattedText(), 8, 6, 16086784); this.fontRenderer.drawString(this.playerInventory.getDisplayName().getUnformattedText(), 8, this.ySize - 92, 16086784); this.drawTexturedModalRect(this.guiLeft, this.guiTop, 0, 0, this.xSize, this.ySize); }
April 13, 20196 yr You are binding your texture during the background pass but rendering it during the foreground pass? This makes no sense. Render the background during the background and after binding the texture.
April 14, 20196 yr Author I'm confused. What lines of code should I move to the other method? I tried moving the bind texture line to the foreground layer method, but that changed nothing.
April 14, 20196 yr 1 hour ago, kpzip said: I'm confused. What lines of code should I move to the other method? I tried moving the bind texture line to the foreground layer method, but that changed nothing. 7 hours ago, V0idWa1k3r said: Render the background during the background and after binding the texture.
April 14, 20196 yr Author I have figured it out. All I need to know now is how to offset the texture.
April 14, 20196 yr Gui#drawTexturedModalRect has parameters which are renderStartX, renderStaryY, textureStartX, textureStartY, width, height. To offset the texture change the parameters to your needs. Edited April 14, 20196 yr by V0idWa1k3r
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