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[1.14.4][SOLVED] scale image with blit?


andGarrett

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is there a way to scale with blit, or do I need to use something else?

 

here's what I'm trying to scale:

minecraft.getTextureManager().bindTexture(new ResourceLocation("textures/item/gold_ingot.png"));
blit(10, 10, 0, 0, 256, 256);

 

 

[SOLUTION]

 

Just now, andGarrett said:

here's a version of blit that makes the most sense to me and works perfectly for what I'm doing:
 


blit(
int xPos,		// x position relative to the screen image below it (not the entire screen).
int yPos,		// y position relative to the screen image below it (not the entire screen).
int blitOffset,		// z position (blitOffSet)
float textureX,		// x position on the texture image to draw from
float textureY,		// y position on the texture image to draw from
int imgSizeX,		// x image size to display (like crop in PS)
int imgSizeY,		// y image size to display (like crop in PS)
int scaleY,		// y image size (will scale image to fit)
int scalex)		// x image size (will scale image to fit)

 

it's still a little confusing to use the first time. if you have something like:

blit(10, 10, 10, 0F, 0F, 64, 64, 64, 64);

you will end up with an image that is 64x64 that contains the entire image scaled to fit 64x64

 

of you do something like:

blit(10, 10, 10, 0F, 0F, 64, 64, 32, 32);

you get an image that is 64x64 but that contains 4 copies of your image in a 2x2 grid that are all 32x32.

 

Edited by andGarrett
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13 hours ago, andGarrett said:

new ResourceLocation("textures/item/gold_ingot.png"));

 

First I hope you're not doing new ResourceLocation in your actual code because you should just create it once in a static field.

 

13 hours ago, andGarrett said:

blit(10, 10, 0, 0, 256, 256);

If I'm not mistaken there are other versions of blit that take more parameters and let you change more things. If that isn't true or satisfactory you could always use GLStateManager.scale

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.

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17 minutes ago, Animefan8888 said:

First I hope you're not doing new ResourceLocation in your actual code because you should just create it once in a static field.

this is currently for testing purposes. once I get things working would this not be acceptable for something that would change? would I need to create a non-static field to store the changing data?

 

23 minutes ago, Animefan8888 said:

If I'm not mistaken there are other versions of blit that take more parameters and let you change more things. If that isn't true or satisfactory you could always use GLStateManager.scale

you mentioned other versions of blit in another post of mine, but I have been unable to figure out how they work.

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1 hour ago, andGarrett said:

once I get things working would this not be acceptable for something that would change?

No because you are constructing an object every frame in that case. While a ResourceLocation isn't all that taxing in terms of creation it is a bad practice and shouldn't be done.

1 hour ago, andGarrett said:

would I need to create a non-static field to store the changing data?

I would create a static array of ResourceLocation and index the value I want to use when I want to use it.

1 hour ago, andGarrett said:

but I have been unable to figure out how they work. 

Yeah even with the most up to date mcp snapshot they don't have proper parameter names. But if you take a look at the execution order. It all leads into innerBlit which deals with Tessellator and BufferBuilder. From there you can figure out what each parameter is:

protected static void innerBlit(int p_innerBlit_0_, int p_innerBlit_1_, int p_innerBlit_2_, int p_innerBlit_3_, int p_innerBlit_4_, float p_innerBlit_5_, float p_innerBlit_6_, float p_innerBlit_7_, float p_innerBlit_8_) {

p_innerBlit_0_ is the x position on the screen.

p_innerBlit_1_ is the x position on the screen with the width added.

p_innerBlit_2_ is the y position on the screen.

p_innerBlit_3_ is the y position on the screen with the height added.

p_innerBlit_4_ is the z position on the screen(use this.blitOffset).

p_innerBlit_5_ is the textures x position in a 0-1.0 scale.

p_innerBlit_6_ is the textures x position with the width added in a 0-1.0 scale.

p_innerBlit_7_ is the textures z position in a 0-1.0 scale.

p_innerBlit_8_ is the textures y position with the height added in a 0-1.0 scale.

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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.

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here's a version of blit that makes the most sense to me and works perfectly for what I'm doing:
 

blit(
int xPos,		// x position relative to the screen image below it (not the entire screen).
int yPos,		// y position relative to the screen image below it (not the entire screen).
int blitOffset,		// z position (blitOffSet)
float textureX,		// x position on the texture image to draw from
float textureY,		// y position on the texture image to draw from
int imgSizeX,		// x image size to display (like crop in PS)
int imgSizeY,		// y image size to display (like crop in PS)
int scaleY,		// y image size (will scale image to fit)
int scalex)		// x image size (will scale image to fit)

 

it's still a little confusing to use the first time. if you have something like:

blit(10, 10, 10, 0F, 0F, 64, 64, 64, 64);

you will end up with an image that is 64x64 that contains the entire image scaled to fit 64x64

 

of you do something like:

blit(10, 10, 10, 0F, 0F, 64, 64, 32, 32);

you get an image that is 64x64 but that contains 4 copies of your image in a 2x2 grid that are all 32x32.

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