Jump to content

[1.15.2] [SOLVED] HUD Texture Has Wrong Scale


Papa_Prime

Recommended Posts

Hello, I am having a rendering issue which I could not seem to figure out. Here are the relevant files and code. I have changed the texture mappings for the texture that is having issues to show that it is loading but not in the intended way. The capability works as intended.

 

Original Texture:

https://postimg.cc/MnDNyRcN

How it is rendered:

https://postimg.cc/9zQdM9Vz

Event

@OnlyIn(value = Dist.CLIENT)
public class HudRender extends AbstractGui {

    @SubscribeEvent
    public void renderOverlay(RenderGameOverlayEvent event) {
        float partial = event.getPartialTicks();

        if (event.getType() == RenderGameOverlayEvent.ElementType.EXPERIENCE) {

            VoidBarElement.element(partial);
            BarCapsuleElement.element();
        }
    }
}

VoidBarElement

public class VoidBarElement {

    private static float cycle;
    private static ResourceLocation tex = new ResourceLocation(Main.modid, "textures/hud/void_bar.png");;

    public static void element(float sch)
    {
        RenderSystem.pushMatrix();
        cycle += sch;

        if(cycle > 100000)
        {
            cycle = 0;
        }

        Minecraft mc = Minecraft.getInstance();

        int posY = mc.getMainWindow().getScaledHeight() - 15;
        int posX = mc.getMainWindow().getScaledWidth() - 110;

        ClientPlayerEntity player = Minecraft.getInstance().player;
        IVoid cap = player.getCapability(VoidProvider.VOID, null).orElse(null);
        int width = (int) ((cap.getVoid() / 800) * 100);

        RenderSystem.pushTextureAttributes();
        RenderSystem.enableAlphaTest();
        RenderSystem.enableBlend();
        RenderSystem.color4f(1F, 1F, 1F, 0.6F);
        mc.getTextureManager().bindTexture(tex);
        mc.ingameGUI.blit(posX, posY, 0, (int) cycle, width, 8);
        RenderSystem.popAttributes();
        RenderSystem.popMatrix();
    }
}

CapsuleBarElement

public class BarCapsuleElement {

    private static ResourceLocation tex = new ResourceLocation(Main.modid, "textures/hud/capsule_bar.png");

    public static void element()
    {
        RenderSystem.pushMatrix();
        Minecraft mc = Minecraft.getInstance();

        int posY = mc.getMainWindow().getScaledHeight() /2;
        int posX = mc.getMainWindow().getScaledWidth() /2;

        RenderSystem.pushTextureAttributes();
        mc.getTextureManager().bindTexture(tex);
        mc.ingameGUI.blit(posX, posY, 0, 0, 200, 100);
        RenderSystem.popAttributes();
        RenderSystem.popMatrix();
    }
}

 

Thank you, I tried to keep the code clean.

Edited by Papa_Prime
Link to comment
Share on other sites

 

I do not know the gui but I do know textures in great resolution,

I recommend that you identify the real value of your image, is it 64 x 32? or customized.

 

it is obvious that the image you want to use is longer than the one that appears in the game

 

you can use it without modifying the code

Link to comment
Share on other sites

The texture is at a custom resolution but it did seem to work with the texture used in VoidBarElement which is 100 x 96.

I have drawn a 64 x 64 texture testing to test that element for stretching. The image is no longer distorted but each side had to be increased by a factor of 4 to render the whole image as you can see below.

https://postimg.cc/XZwLq9CZ

 

Edited by Papa_Prime
correct image url
Link to comment
Share on other sites

 

For your understanding, forge automatically adapts higher resolutions without the need to modify its code as long as the size is equivalent, so an item with a 16x16 texture can be changed to one of 32x32 or 64x64 without modifying the code

Link to comment
Share on other sites

Just now, Valtiel said:

So what dimensions of texture do you want to use? If your item or gui uses a 64x64 resolution but you want to use a 100x96 resolution, I recommend that you double the original resolution in this case 128x128.

Yes, that's what I intend on doing and to just call to get the correct scale as a temporary solution:

RenderSystem.scalef(f1, f2, f3);

 

 

2 minutes ago, Valtiel said:

 

For your understanding, forge automatically adapts higher resolutions without the need to modify its code as long as the size is equivalent, so an item with a 16x16 texture can be changed to one of 32x32 or 64x64 without modifying the code

I am not using a item/gui/block. I'm drawing directly to the screen using blit(posX, posY, offsetX, offsetY, texturesizeX, texturesizeY) which does not seem to be affected by forge in VoidBarElement, thus the confusion

Link to comment
Share on other sites

4 minutes ago, Valtiel said:

forge would take effect in "textures / hud / capsule_bar.png" but if you draw directly on the screen then we talk about different things

Yes, thank you for helping me to figure out at least the image resolutions easier to scale with.

Issue is still open as the core issue is yet to identify

Link to comment
Share on other sites

23 hours ago, diesieben07 said:

Correct, the default texture resolution for blit is assumed to be 256x256.

However there are versions of the blit method that take the texture size as parameters.

Thank you, I will use that in the future. I have noticed that there are different versions of the method but couldn't determine what each one takes as the mappings are not named. 

Link to comment
Share on other sites

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I have a structure, and sometimes several mobs spawn there. This is a boss and must spawn alone. Here is the code for spawning entities in the structure { "type": "minecraft:jigsaw", "start_pool": "egyptcraft:boss_pyramid/start_pool", "size": 5, "max_distance_from_center": 80, "biomes": "#egyptcraft:has_structure/boss_pyramid", "step": "surface_structures", "start_height": { "absolute": 0 }, "project_start_to_heightmap": "WORLD_SURFACE_WG", "use_expansion_hack": false, "spawn_overrides": { "monster": { "bounding_box": "full", "spawns": [ { "type": "egyptcraft:anubis", "maxCount": 1, "minCount": 1, "weight": 100 } ] } } } Maybe it's something else?
    • I have OreGenEvent.GenerateMinable event, I need to get a chance to spawn (generate) every ore that is processed in this event. Also e.getType().name().toString() is name this is the same block name by which it can be entered in the Block.getByID?  forge 1.12.2 59(recommended)
    • Hello everybody! Out of nowhere my minecraft doesn't allow me to play on forge 1.19.2 I tried to reinstall minecraft, doesn't have any mod right now on the forge version. Tried the newest version of forge, tried recommended version as well. I have the newest version of Java as well...   I dont know why it stopped working but it just stopped completly out of nowhere...   Thank you so much for your help guys ❤️
    • Hello, my world is crashing at 0% loaded and I don't know why. (Forge 43.2.14, 1.19.2) I have two worlds that I play on, and one works and the other doesn't, even with the same mod list. Here's the crash report: https://pastebin.com/AUbRwkGj
    • Minecraft 1.12.2 Very frustrating error. only ever occurs on one device. Started yesterday without prompting (maybe java updated or something?) Says things that have been imported actually arent when running client Reinstalled Intellij, cleared cache, cleaned and rebuilt gradle, redownloaded the entire file from git. Nothing works. (I believe I have the right plugins installed, dependencies OK, and am using corretto 1.8).   One thing I did for more of the below errors was just to explicitly import them, which was working up until this little guy who literally does not exist in forge to import. the class inhereting something inhereting it refers to import net.minecraftforge.registries.IForgeRegistryEntry.Impl, not net.minecraftforge.registries.IForgeRegistryEntry$Impl as the output implies. also I didn't even have to manually import these things for it to work on my other device. (which is just importing the minecraft package that contains them), but here I did have to just to get rid of a few errors--not even make anything work?? I dont know. (edited) here's the aforementioned "below error" (one of many like it): error: cannot access net.minecraftforge.registries.IForgeRegistryEntry.Impl public class BlockBase extends Block {        ^   class file for net.minecraftforge.registries.IForgeRegistryEntry$Impl not found Here's the class BlockBase:   package com.quantum.exodus.common.blocks; import com.quantum.exodus.ExodusMod; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraftforge.registries.IForgeRegistryEntry.Impl; public class BlockBase extends Block { protected String name; public BlockBase(Material material, String name) { super(material); this.name = name; setTranslationKey(name); setRegistryName(name); } public void registerItemModel(Item itemBlock) { ExodusMod.proxy.registerItemRenderer(itemBlock, 0, name); } public Item createItemBlock() { return new ItemBlock(this).setRegistryName(getRegistryName()); } @Override public BlockBase setCreativeTab(CreativeTabs tab) { super.setCreativeTab(tab); return this; } }
  • Topics

×
×
  • Create New...

Important Information

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