f1rSt1kChannel Posted October 6, 2014 Share Posted October 6, 2014 Hello! When I draw a texture using RenderGameOverlayEvent, then with her drawn back white background, although it is transparent. My code is: @SubscribeEvent @SideOnly(Side.CLIENT) public void cancelVanillaGUI(RenderGameOverlayEvent.Pre event){ /* Cancel render vanilla hearts, food, air and armor */ if(event.type == ElementType.HEALTH || event.type == ElementType.FOOD || event.type == ElementType.AIR || event.type == ElementType.ARMOR || event.type == ElementType.EXPERIENCE){ event.setCanceled(true); Minecraft mc = Minecraft.getMinecraft(); if(mc.theWorld == null || mc.thePlayer == null){ return; } EntityClientPlayerMP player = mc.thePlayer; RPGPlayerInfo info = RPGPlayerInfo.forPlayer(player); if(player.capabilities.isCreativeMode){ return; } ScaledResolution resolution = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight); int height = resolution.getScaledHeight(); int width = resolution.getScaledWidth(); GL11.glPushMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F); //GL11.glDisable(GL11.GL_LIGHTING); mc.getTextureManager().bindTexture(new ResourceLocation(InMinecraftRpg.MOD_ID.toLowerCase(), "textures/gui/icons.png")); /* Draw border */ mc.ingameGUI.drawTexturedModalRect(2, 2, 0, 0, 162, 60); int healthBarWidth = MathHelper.ceiling_float_int(((player.getHealth() / player.getMaxHealth()) * 108)); /* Draw health bar */ mc.ingameGUI.drawTexturedModalRect(52, 16, 0, 60, healthBarWidth, 10); int armorBarWidth = MathHelper.ceiling_float_int(((getArmorValue(player) / 100.0F) * 108)); /* Draw armor bar */ mc.ingameGUI.drawTexturedModalRect(52, 29, 0, 70, armorBarWidth, 10); if(mc.objectMouseOver != null){ if(mc.objectMouseOver.typeOfHit == MovingObjectType.ENTITY && mc.objectMouseOver.entityHit instanceof EntityLivingBase){ EntityLivingBase viewEntity = (EntityLivingBase)mc.objectMouseOver.entityHit; int viewEntityHealthBarWidth = MathHelper.ceiling_float_int((viewEntity.getHealth() / viewEntity.getMaxHealth()) * 86); /* Draw view entity health bar */ mc.ingameGUI.drawTexturedModalRect(66, 53, 0, 80, viewEntityHealthBarWidth, 6); /* Draw view entity name */ mc.ingameGUI.drawCenteredString(mc.fontRenderer, viewEntity.getCommandSenderName(), 112, 64, Color.CYAN.getRGB()); if(viewEntity instanceof EntityPlayer){ int healthArmor = MathHelper.floor_float(viewEntity.getMaxHealth() + getArmorValue((EntityPlayer)viewEntity)); /* Draw view player health + armor */ mc.ingameGUI.drawCenteredString(mc.fontRenderer, String.valueOf(healthArmor), 112, 55, Color.CYAN.getRGB()); } } } mc.getTextureManager().bindTexture(Gui.icons); int max = info.experienceToNextLvl - RPGPlayerInfo.getXpToNextLvl(info.experienceLevel - 1); int current = info.experienceToNextLvl - info.experience; int concurrent = max - current; int experienceBarWidth = MathHelper.ceiling_float_int(((float)concurrent / (float)max) * 182); //GL11.glTranslated(-182, 0, 0); /* Draw experience border */ mc.ingameGUI.drawTexturedModalRect(width / 2 - 91, height - 29, 0, 64, 182, 5); /* Draw experience bar */ mc.ingameGUI.drawTexturedModalRect(width / 2 - 91, height - 29, 0, 69, experienceBarWidth, 5); /* Draw experience lvl value */ drawStringWithShadow(String.valueOf(info.experienceLevel), 82, 40, 8453920); /* Draw health value */ drawStringWithShadow(String.valueOf((int)player.getHealth()) + "/" + (int)player.getMaxHealth(), 218, 18, Color.WHITE.getRGB()); /* Draw armor value */ drawStringWithShadow(String.valueOf((int)getArmorValue(player)) + "/100", 218, 31, Color.WHITE.getRGB()); /* Draw experience value */ drawStringWithShadow(String.valueOf(info.experience) + "/" + String.valueOf(info.experienceToNextLvl), width, height - 45, 8453920); //GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } } Here drawn picture: mc.getTextureManager().bindTexture(new ResourceLocation(InMinecraftRpg.MOD_ID.toLowerCase(), "textures/gui/icons.png")); /* Draw border */ mc.ingameGUI.drawTexturedModalRect(2, 2, 0, 0, 162, 60); Screenshot: Quote Link to comment Share on other sites More sharing options...
Degubi Posted October 6, 2014 Share Posted October 6, 2014 I think you have to enable alpha in opengl(GL11.glEnable(GL11.GL_BLEND)), also you have the width and height parameters in the event.resolution. Quote Link to comment Share on other sites More sharing options...
f1rSt1kChannel Posted October 6, 2014 Author Share Posted October 6, 2014 And at the end GL11.glDisable(GL11.GL_BLEND) necessary? Quote Link to comment Share on other sites More sharing options...
Degubi Posted October 6, 2014 Share Posted October 6, 2014 Em, i don't have it in my code(sniper that has zooming and crosshairs, used RenderGameOverlay), try without it, if you see errors(something is rendering wrongly) put it to the end. Also use glpushmatrix before the blendfunc, and popmatrix at the end. Quote Link to comment Share on other sites More sharing options...
TheGreyGhost Posted October 6, 2014 Share Posted October 6, 2014 Hi The flag you are looking for is probably ALPHA_TEST, assuming you've set the background alpha properly. GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); .. do your rendering here GL11.glPopAttrib(); GL11.glPopMatrix(); pushMatrix & popMatrix stops your glTranslate and glRotate from affecting anything drawn after you're done pushAttrib and popAttrib prevents your changed rendering settings (eg ALPHA_TEST) from affecting vanilla renders after your render -TGG Quote Link to comment Share on other sites More sharing options...
f1rSt1kChannel Posted October 6, 2014 Author Share Posted October 6, 2014 Thanks guys, this work! Quote Link to comment Share on other sites More sharing options...
f1rSt1kChannel Posted October 19, 2014 Author Share Posted October 19, 2014 Hi The flag you are looking for is probably ALPHA_TEST, assuming you've set the background alpha properly. GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); .. do your rendering here GL11.glPopAttrib(); GL11.glPopMatrix(); pushMatrix & popMatrix stops your glTranslate and glRotate from affecting anything drawn after you're done pushAttrib and popAttrib prevents your changed rendering settings (eg ALPHA_TEST) from affecting vanilla renders after your render -TGG Not Transparency is working GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.3F); //0.3F - alpha not work Quote Link to comment Share on other sites More sharing options...
MultiMote Posted October 19, 2014 Share Posted October 19, 2014 GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); render GL11.glDisable(GL11.GL_BLEND); Quote Link to comment Share on other sites More sharing options...
f1rSt1kChannel Posted October 19, 2014 Author Share Posted October 19, 2014 THANKS!!! Quote Link to comment Share on other sites More sharing options...
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