Zuve Posted July 23, 2019 Share Posted July 23, 2019 I'm trying to add on to existing GUI's via the GuiContainerEvent.DrawForeground event. Previously, I was doing the following: mc.getTextureManager().bindTexture(searchBar); Gui.drawTexturedModalRect(79, 4, 0, 0, 90, 12); However, with 1.14, it seems the correct syntax would be: GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); mc.getTextureManager().bindTexture(searchBar); event.getGuiContainer().blit(79, 4, 0, 0, 90, 12); The issue I'm encountering is that this new function does not seem to correctly render my texture. Linked is an imgur album with comparisons of what the texture is and what will be rendered. The texture is 90x12 pixels in all examples. I am confident the ResourceLocation is correct given that the texture clearly changes when the image is changed, but is still displayed incorrectly. Is it possible the parameter order has switched and I didn't realize it? Any advice is appreciated. Quote Link to comment Share on other sites More sharing options...
cleardragonf Posted July 25, 2019 Share Posted July 25, 2019 RIGHT?! Please let me know as I to have a Post up about this...the only way i was able to get mine to work was by making it 256 * 256 which is counter countuitive Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted July 26, 2019 Share Posted July 26, 2019 4 hours ago, cleardragonf said: RIGHT?! Please let me know as I to have a Post up about this...the only way i was able to get mine to work was by making it 256 * 256 which is counter countuitive This is the way it was expected to be in older versions too, but you didnt have to use the method that required it to be 256x256. You'll notice that all Minecraft gui assets are 256x256. Quote VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator. Link to comment Share on other sites More sharing options...
cleardragonf Posted July 26, 2019 Share Posted July 26, 2019 yea...i notice that...but ContainerScreen in 1.14.3 functions the way most people are use to...ie custom size capabilities... Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted July 26, 2019 Share Posted July 26, 2019 45 minutes ago, cleardragonf said: yea...i notice that...but ContainerScreen in 1.14.3 functions the way most people are use to...ie custom size capabilities... Yeah there are now many methods with different parameters. Could have been that those methods hadn't been mapped. Quote VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator. Link to comment Share on other sites More sharing options...
cleardragonf Posted July 28, 2019 Share Posted July 28, 2019 just a heads up....found a way around the overlay issue. if you want... public class customGUI { public static final Minecraft mc = Minecraft.getInstance(); public static void drawModalRectWithCustomSizedTexture(double leftSideX, double rightSideX, double bottomY, double topY, ResourceLocation texture) { GlStateManager.disableDepthTest(); GlStateManager.depthMask(false); GlStateManager.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableAlphaTest(); mc.getTextureManager().bindTexture(texture); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); //botlef bufferbuilder.pos(0.0D, (double)mc.mainWindow.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex(); bufferbuilder.pos(leftSideX, bottomY, -90.0D).tex(0.0D, 1.0D).endVertex(); //botr bufferbuilder.pos((double)mc.mainWindow.getScaledWidth(), (double)mc.mainWindow.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex(); bufferbuilder.pos(rightSideX, bottomY, -90.0D).tex(1.0D, 1.0D).endVertex(); //topr bufferbuilder.pos((double)mc.mainWindow.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex(); bufferbuilder.pos(rightSideX, topY, -90.0D).tex(1.0D, 0.0D).endVertex(); //topl bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex(); bufferbuilder.pos(leftSideX, topY, -90.0D).tex(0.0D, 0.0D).endVertex(); tessellator.draw(); GlStateManager.depthMask(true); GlStateManager.enableDepthTest(); GlStateManager.enableAlphaTest(); GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); } } make this a class...then call it from where ever you want...works for me on a 128 *29 image. Quote Link to comment Share on other sites More sharing options...
larperdoodle Posted April 9, 2020 Share Posted April 9, 2020 I had to add RenderSystem.enableBlend() to get the transparency of the texture to work I'm using Forge for 1.15. Quote Link to comment Share on other sites More sharing options...
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