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PlumpOrange

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Tree Puncher

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  1. I have been fiddling around with OpenGL but no matter what I do, forge won't render the circle on the GUI. I am wondering if anyone has been able to do this on forge, and if so, what they did to make it work. Thanks.
  2. Both mods and clients use OpenGL, my question would still apply to either. I'm just trying to figure out why my circle isn't rendering. Also, I've made posts on here about mcp development in the past, and outside of this account, with no issue. I don't understand why you are so strict on what platform you modify on.
  3. I have been trying to render a 2D circle on a GUI. Here is what I ended up with after a lot of google searches: public static void drawCirc(double p_73734_0_, double p_73734_1_, double p_73734_2_, int p_73734_4_) { float var10 = (float) (p_73734_4_ >> 24 & 255) / 255.0F; float var6 = (float) (p_73734_4_ >> 16 & 255) / 255.0F; float var7 = (float) (p_73734_4_ >> 8 & 255) / 255.0F; float var8 = (float) (p_73734_4_ & 255) / 255.0F; double increment = 2*Math.PI/50; double cx = p_73734_0_; double cy = p_73734_1_; double radius = p_73734_2_; GL11.glColor4f(var6, var7, var8, var10); for(double angle = 0; angle < 2*Math.PI; angle+=increment){ GL11.glBegin(GL11.GL_POLYGON); GL11.glVertex2d(cx,cy); GL11.glVertex2d(cx + Math.cos(angle)* radius, cy + Math.sin(angle)*radius); GL11.glVertex2d(cx + Math.cos(angle + increment)*radius, cy + Math.sin(angle + increment)*radius); GL11.glEnd(); } } However, it is not rendering. Nothing is coming up. I have tried a variety of tweaks to this code, but nothing is working. I am unsure if mc's default tesselator is overriding my vertex's and stopping it from rendering or if I am being stupid, but no matter what I try, it doesn't render a circle. I am hoping after I figure out how to render a circle, I can try rendering a rounded rectangle, but so far, it does not look promising. I am hoping someone on here knows how to do this correctly.
  4. I managed to figure out that it was in fact the render cutting it off, I will be trying your recommendation in a while to see of it fixes the issue.
  5. I've been working on some modifications for the game and wanted to have it load in my own provided font by default. I did this by just providing my own ascii.png in the font folder under textures. However, when I do this with any font I convert and load in, it comes up all "scrapped" up, Its like it loads it, but with a lot of artifacts, which are non-existent in the png. I have tested this a lot and haven't found the cause. Tried putting the font in a resource pack still with no prevail. ascii png: When Loaded: Any ideas?
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