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Posted (edited)

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?

2021-02-10_18_05_25.thumb.png.88f17606c0a598cb3b38abb1db5a21e3.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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 by Luis_ST
add code
Posted
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();
				
			}
			
		}
		
	}

 

Posted
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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