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Rendering label over block is not white


ss7

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Hello,

 

I'm rendering a label above a block and all is working fine except that the label is kinda grayish and i would like to have it white.

 

Here is my code:

 

 

GL11.glPushMatrix();
            
				GL11.glTranslatef((float)x + 0.5F, (float)y + 1.2F, (float)z + 0.5F);
				GL11.glNormal3f(0, 1, 0);
				GL11.glRotatef(-RenderManager.instance.playerViewY, 0, 1, 0);
				GL11.glRotatef(RenderManager.instance.playerViewX, 1, 0, 0);
				GL11.glScalef(-0.016666668F, -0.016666668F, 0.016666668F);
				GL11.glDisable(GL11.GL_LIGHTING);
				GL11.glDepthMask(false);
				GL11.glDisable(GL11.GL_DEPTH_TEST);
				GL11.glEnable(GL11.GL_BLEND);
				GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
				GL11.glDisable(GL11.GL_TEXTURE_2D);				
				Tessellator.instance.startDrawingQuads();
				Tessellator.instance.setColorRGBA_F(0, 0, 0, 0.25F);
				Tessellator.instance.addVertex(-RenderManager.instance.getFontRenderer().getStringWidth(text) / 2 - 1, -1, 0);
				Tessellator.instance.addVertex(-RenderManager.instance.getFontRenderer().getStringWidth(text) / 2 - 1, 2 + 8 * lines, 0);
				Tessellator.instance.addVertex(RenderManager.instance.getFontRenderer().getStringWidth(text) / 2 + 1, 2 + 8 * lines, 0);
				Tessellator.instance.addVertex(RenderManager.instance.getFontRenderer().getStringWidth(text) / 2 + 1, -1, 0);
				Tessellator.instance.draw();
				GL11.glEnable(GL11.GL_TEXTURE_2D);
				RenderManager.instance.getFontRenderer().drawString(text, -RenderManager.instance.getFontRenderer().getStringWidth(text) / 2, 0 , 553648127);		
				GL11.glEnable(GL11.GL_DEPTH_TEST);
				GL11.glDepthMask(true);
				RenderManager.instance.getFontRenderer().drawString(text, -RenderManager.instance.getFontRenderer().getStringWidth(text) / 2, 0, -1);
				GL11.glEnable(GL11.GL_LIGHTING);
				GL11.glDisable(GL11.GL_BLEND);
				GL11.glColor4f(1, 1, 1, 1);
            
				GL11.glPopMatrix();

 

 

Here is a screenshot of what i mean:

 

width=800 height=640http://i.imagebanana.com/img/5dbg9j9j/20131114_15.15.10.png[/img]

 

I hope you can help and thanks in advance!

 

ss7

You sir are a god damn hero.

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For shits and giggles, compare to the code I used:

 

Tessellator tessellator = Tessellator.instance;
         byte byte0 = 0;
         GL11.glDisable(3553);
         tessellator.disableColor();
         tessellator.startDrawingQuads();
         int j = fontrenderer.getStringWidth(s) / 2;
         tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.35F);
         tessellator.addVertex(-j - 1, -1 + byte0, 0.0D);
         tessellator.addVertex(-j - 1, 8 + byte0, 0.0D);
         tessellator.addVertex(j + 1, 8 + byte0, 0.0D);
         tessellator.addVertex(j + 1, -1 + byte0, 0.0D);
         tessellator.draw();
         //tessellator.func_78381_a();
         GL11.glEnable(3553);
         fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, byte0, 553648127);
         GL11.glEnable(2929);
         GL11.glDepthMask(true);
         fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, byte0, -1);
         GL11.glEnable(2896);
         GL11.glDisable(3042);
         GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
         GL11.glPopMatrix();

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Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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Hello,

 

I tried it with the

tessellator.disableColor();

but that's making no difference. It's still gray. BTW: I tried my rendering code on the player name and there it's working fine and it's colored white, but not on a block.

 

ss7

You sir are a god damn hero.

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Hi

 

You render the text twice. Once for the shadow in darkgrey color. This is what you see because you enable the DEPTH_TEST before rendering the white overlay text. Try to move the DEPTH_TEST enabling after the second text rendering. Tip: you may translate the shadow with 1 pixel in each direction (glTranslatef(1F, 1F, 0F))

Sorry for my bad English!

FBalazs

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@Machir

That's not working for me. ):

 

@TGG

Yes, you misunderstood me, i mean the text and not the rectangle behind it.

 

@FBalazs

I tried that, but it's also not working. Should i move only the DEPTH_TEST or also the DepthMask thingy?

The weird thing is, that the text is perfectly white if i replace the code of the name above the player with mine, it's just not working for blocks. BTW: I use a TESR for the rendering.

 

ss7

You sir are a god damn hero.

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