Posted January 5, 20205 yr Hi I am trying to create a colour picker gui element, which displays the HSV colour space, with the x and y axis representing Saturation and Value, and a separate slider for hue and alpha. Something like this is the goal: This is my code so far: final Minecraft mc = Minecraft.getMinecraft(); final BufferedImage bufferedImage = new BufferedImage(100,100, TYPE_INT_ARGB); final DynamicTexture dynamicTexture = new DynamicTexture(bufferedImage); ResourceLocation dynamicResource; private int hue = 1; private float alpha = 1; @Override public void render(Vec2f mousePos) { for (int x = 0; x < bufferedImage.getWidth(); x++) { for (int y = 0; y < bufferedImage.getHeight(); y++) { float xPercent = x / 100; float yPercent = y / 100; Color c = ColourUtils.hsvToRgb(hue, xPercent, yPercent, alpha); bufferedImage.setRGB(x, y, c.getRGB()); } } GlStateManager.color(1,1,1,1); GlStateManager.enableTexture2D(); bufferedImage.getRGB(0, 0, bufferedImage.getWidth(), bufferedImage.getHeight(), dynamicTexture.getTextureData(), 0, bufferedImage.getWidth()); dynamicTexture.updateDynamicTexture(); //mc.getTextureManager().loadTexture(dynamicResource, dynamicTexture); dynamicResource = mc.getTextureManager().getDynamicTextureLocation("background", this.dynamicTexture); RenderUtils.drawTextureAt((int) position.x, (int) position.y, 100, 100, dynamicResource); mc.getTextureManager().deleteTexture(dynamicResource); } Which does not work, it simply displays a white square. Does anyone know how to render a dynamic texture or a buffered image to the screen? Edited January 5, 20205 yr by cookiedragon234
January 5, 20205 yr Rather than rendering a texture/image, it may be better to use OpenGL to specify four vertices with different colors, then render a square. It should produce the 2D gradient effect you're looking for without having to generate a new texture every frame. I'm not very experienced with OpenGL, so I'm afraid I can't give an exact workflow for it. I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
January 5, 20205 yr Author Im not sure whether that would produce s spectrum allowing a significant amount of colour choices. Also in order to save the users chosen colour, I need to take the colour where they click. With a buffered image I can just do getRgb at the position they clicked, but with your method Im not sure how I would do that.
January 6, 20205 yr 22 hours ago, cookiedragon234 said: Im not sure whether that would produce s spectrum allowing a significant amount of colour choices. It would produce whatever spectrum you want, just in a tiny fraction of the time it would take to do it in Java code (All the work is done on the GPU). Then get the pixel color back out either by calculating the RGB some way or actually sampling the RGB on screen. About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
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