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Posted

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

 

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

  • Author

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

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.

 

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

  • Author
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

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

  • Author
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

  • Author

The render engine seems to scale all blits to 256x256, as it is for GUIs, using a 256x256 resolution solved the problem. It was not noticeable with one of the elements as the image border was close to being a square.

  • Author
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. 

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