Posted February 10, 20214 yr I have a custom overlay, it works fine, but the xp bar and health and hunger are above the overlay so how to change that or is there a way to disable the rendering of xp bar hunger and health? this is the code of my event: @SubscribeEvent(priority = EventPriority.HIGHEST) @SuppressWarnings({ "resource", "static-access" }) public static void RenderSpyglassOverlay(RenderGameOverlayEvent event) { if (event.getType() != ElementType.BOSSHEALTH) { return; } PlayerEntity player = Minecraft.getInstance().player; GameSettings settings = Minecraft.getInstance().gameSettings; int posX = event.getWindow().getScaledWidth(); int posY = event.getWindow().getScaledHeight(); if (player.getActiveItemStack().getItem() == ModItems.SPYGLASS.get()) { if (settings.getPointOfView()== PointOfView.FIRST_PERSON) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.blendFunc(770, 771); Minecraft.getInstance().getTextureManager().bindTexture(new ResourceLocation("cave:textures/misc/spyglass_scope.png")); Minecraft.getInstance().ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 480, 270); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); } } } Edited February 10, 20214 yr by Luis_ST add code
February 10, 20214 yr Use the check during the different element types to cancel the associated rendering. Also, subscribe to either $Pre or $Post, not both. Otherwise, you are just rendering the information twice.
February 10, 20214 yr Author 16 minutes ago, ChampionAsh5357 said: Use the check during the different element types to cancel the associated rendering. Also, subscribe to either $Pre or $Post, not both. Otherwise, you are just rendering the information twice. now i use this but it dosent work: @SubscribeEvent(priority = EventPriority.HIGHEST) @SuppressWarnings({ "resource", "static-access" }) public static void RenderSpyglassOverlay(RenderGameOverlayEvent.Pre event) { ElementType type = event.getType(); if (type != ElementType.BOSSHEALTH) { return; } switch (type) { case HEALTH: event.setCanceled(true); case FOOD: event.setCanceled(true); case ARMOR: event.setCanceled(true); case EXPERIENCE: event.setCanceled(true); default: } PlayerEntity player = Minecraft.getInstance().player; GameSettings settings = Minecraft.getInstance().gameSettings; int posX = event.getWindow().getScaledWidth(); int posY = event.getWindow().getScaledHeight(); if (player.getActiveItemStack().getItem() == ModItems.SPYGLASS.get()) { if (settings.getPointOfView()== PointOfView.FIRST_PERSON) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.blendFunc(770, 771); Minecraft.getInstance().getTextureManager().bindTexture(new ResourceLocation("cave:textures/misc/spyglass_scope.png")); Minecraft.getInstance().ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 480, 270); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); } } }
February 10, 20214 yr Well, that would make sense. You check if the type is boss health and then check if the type is not boss health if it is boss health.
February 11, 20214 yr Author 15 hours ago, ChampionAsh5357 said: Well, that would make sense. You check if the type is boss health and then check if the type is not boss health if it is boss health. i just work thanks
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