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Posted

Hello, I'm currently doing a fluid tank block and now I want to render the fluid in the gui:

@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY)
{
	super.drawGuiContainerBackgroundLayer(partialTicks, mouseX, mouseY);
	
	int fluidStored = getFluidStoredScaled(73);
	
	Fluid fluid = fluidTank.getFluid().getFluid();
	
	if(fluid != Fluids.EMPTY)
	{
		ResourceLocation stillLocation = fluid.getAttributes().getStillTexture(fluidTank.getFluid());
		TextureAtlasSprite sprite = Minecraft.getInstance().getAtlasSpriteGetter(PlayerContainer.LOCATION_BLOCKS_TEXTURE).apply(stillLocation);
		ResourceLocation spriteLocation = sprite.getName();
		minecraft.getTextureManager().bindTexture(new ResourceLocation(spriteLocation.getNamespace(), "textures/" + spriteLocation.getPath() + ".png"));
		blit(guiLeft + 80, guiTop + 7 + (73 - fluidStored), 0, 16, fluidStored, sprite);
	}
}

 

The result is this: (left is water and right is lava)

2020-04-26_19_56_54.png.8855ca2cd2fa20eb8043bd04b1590659.png2020-04-26_19_56_40.png.4fb06af1ac32cca431f4ee2d7ac36ccf.png

One problem is that the color  of the water is wrong and that the scale (I guess?) is wrong. It should look something like this:

Dynamic_Tank_GUI.png.9b6223a74ea595f85e6e975715a44ea3.png

Edited by Boy132

I'm going mostly by memory here.

 

If the colour is wrong (it is), then you're not applying the color attribute of the fluid (fluid.getAttributes().getColor()).  Apply the colour to GlStateManager.color4f before the blit.  Reset after!

 

For the scaling, the .bindTexture call looks wrong for reasons I don't remember.  I want to say it takes a TextureAtlas ResourceLocation, instead of that of a particular sprite.  The getUV methods inside the blit then pull the correct texture from the atlas.

  • Author
On 4/26/2020 at 11:26 PM, Ommina said:

If the colour is wrong (it is), then you're not applying the color attribute of the fluid (fluid.getAttributes().getColor()).  Apply the colour to GlStateManager.color4f before the blit.  Reset after!

Thanks, that worked! :)

 

On 4/26/2020 at 11:26 PM, Ommina said:

For the scaling, the .bindTexture call looks wrong for reasons I don't remember.  I want to say it takes a TextureAtlas ResourceLocation, instead of that of a particular sprite.  The getUV methods inside the blit then pull the correct texture from the atlas.

I do bind the textureatlas resourcelocation and if I just use  sprite.getName() it renders the "pink black missing texture" texture. :/ 

  • Boy132 changed the title to [1.15.2][SOLVED] Render Fluid in GUI

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