Jump to content

Recommended Posts

Posted (edited)

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
Posted

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.

Posted
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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.