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GL11 draw lines only limited amount of colors?


MGlolenstine

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	put('0', new Color(0, 0, 0, 255));
        put('1', new Color(0, 0, 255, 255));
        put('2', new Color(0, 128, 0, 255));
        put('3', new Color(0, 102, 102, 255));
        put('4', new Color(102, 0, 0, 255));
        put('5', new Color(64, 0, 64, 255));
        put('6', new Color(192, 128, 0, 255));
        put('7', new Color(192, 192, 192, 255));
        put('8', new Color(128, 128, 128, 255));
        put('9', new Color(0, 0, 128, 255));
        put('a', new Color(0, 255, 0, 255));
        put('b', new Color(0, 255, 255, 255));
        put('c', new Color(255, 0, 0, 255));
        put('d', new Color(255, 0, 255, 255));
        put('e', new Color(255, 255, 0, 255));
        put('f', new Color(255, 255, 255, 255));

as you can see in the top table of colours, I'm having a problem getting all of these colours to show when using this part of the code

	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glLineWidth(2f);
        GlStateManager.disableDepth();
	GL11.glBegin(GL11.GL_LINES);
        Vec3d vec = new Vec3d(0, 0, 1);
	GL11.glVertex3d(vec.x, vec.y + mc.player.eyeHeight, vec.z);
        GL11.glVertex3d(x, y, z);
        GL11.glEnd();
	GL11.glEnable(GL11.GL_TEXTURE_2D);
        GlStateManager.enableDepth();

for example 7 and 8 are the same colour when drawn, and 'e' and '6' are the same as well.

I know the colours are similar, but they're not the same. I'm probably using something wrong in the GL11 drawing section, but I don't know what.

 

Thanks!

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40 minutes ago, diesieben07 said:
  • Do not use GL11 directly in Minecraft, use GlStateManager.
  • I do not see you setting any GL color at all.

I'll try GLStateManager, and yeah, I forgot to add the color assignment.

I'm asigning it like this

if (mode == 1) {
            Color c = new Color(96, 149, 234, 1);
            GL11.glColor4d(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        } else if(mode == 0){
            if (entity.getTeam() != null) {
                Color c = Colors.getColor(entity.getDisplayName().getFormattedText());
                GL11.glColor4d(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
            }else{
                Color c = new Color(255, 255, 255, 1);
                GL11.glColor4d(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
            }
        }else if(mode == 2){
            Color c = new Color(255, 0, 0, 1);
            GL11.glColor4d(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        }else if(mode == 3){
            Color c = new Color(0, 255, 0, 1);
            GL11.glColor4d(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        }

 

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I updated my code to GlStateManager, but now it's not even drawing my lines...

if (mode == 1) {
            Color c = new Color(96, 149, 234, 1);
            GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        } else if(mode == 0){
            if (entity.getTeam() != null) {
                Color c = Colors.getColor(entity.getDisplayName().getFormattedText());
                GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
            }else{
                Color c = new Color(255, 255, 255, 1);
                GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
            }
        }else if(mode == 2){
            Color c = new Color(255, 0, 0, 1);
            GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        }else if(mode == 3){
            Color c = new Color(0, 255, 0, 1);
            GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
        }
        GlStateManager.glLineWidth(2f);
        GlStateManager.disableDepth();
        GlStateManager.glBegin(GL11.GL_LINES);
        Vec3d vec = new Vec3d(0, 0, 1).rotatePitch(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationPitch)).rotateYaw(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationYaw));
        if(mc.player.isSneaking()) {
            GlStateManager.glVertex3f((float)vec.x, (float)vec.y + mc.player.eyeHeight-0.08f, (float)vec.z);
        }else {
            GlStateManager.glVertex3f((float)vec.x, (float)vec.y + mc.player.eyeHeight, (float)vec.z);
        }
        GlStateManager.glVertex3f((float)x, (float)y, (float)z);
        GlStateManager.glEnd();
        GlStateManager.enableDepth();

 

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            Color c = new Color(96, 149, 234, 1);
            GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());

Um...why are you creating color objects at all?

            GlStateManager.color(96, 149, 234, 1);

?

 

Also, I'm pretty sure 1 alpha is basically invisible.

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21 minutes ago, Draco18s said:

            Color c = new Color(96, 149, 234, 1);
            GlStateManager.color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());

Um...why are you creating color objects at all?


            GlStateManager.color(96, 149, 234, 1);

?

 

Also, I'm pretty sure 1 alpha is basically invisible.

Wait.. alpha is from 0-255? I thought it was 0-1...

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With GlStateManager I don't get the solid lines that I've gotten with GL11...

 

I want those back... is there something I can do about that?

It's just like GL11 ones were fully opaque and unbreakable, they were bright, but with GlStateManager lines are much darker, they vanish when I don't want them to, and the color settings are the same... and yes, I've updated Alpha to 255.

 

I still don't understand why it doesn't work

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