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PTLC

Use BufferedImage as texture in 1.14.4

By PTLC, November 11 in Modder Support

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Posted November 11 (edited)

Hello,

I want to create a mod where textures are generated at the start of Minecraft from bufferedImage create in code. 😄

For example, if I want to create a stone with custom color, it will take the stone resource, color it and link it to a ResourceLocation. 

But I don't know how to do this step.

 

I try to use DynamicTexture 😅 :

public static ResourceLocation addTexture(BufferedImage img, ResourceLocation loc) {
	TextureManager textureManager = Minecraft.getInstance().getTextureManager();
	NativeImage n = new NativeImage(img.getWidth(), img.getHeight(), true);
	for (int i = 0; i < img.getWidth; i++) {
		for (int j = 0; j < img.getHeight(); j++) {
        	double[] c = img.getRaster().getPixel(i, j, new double[0]);
            color = (((((c[3] >> 8) + c[2]) >> 8) + c[1]) >> 8) + c[0];
			n.setPixelRGBA(i, j, color);
		}
	}
	DynamicTexture dyn = new DynamicTexture(n);
	
	textureManager.loadTexture(loc, dyn);
	return loc;
}

 

But I have errors like that 😖 :

FATAL ERROR in native method: Thread[Server-Worker-3,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.
        at org.lwjgl.opengl.GL11C.nglGenTextures(Native Method)
        at org.lwjgl.opengl.GL11C.glGenTextures(GL11C.java:664)
        at org.lwjgl.opengl.GL11.glGenTextures(GL11.java:2492)
        at com.mojang.blaze3d.platform.GlStateManager.genTexture(GlStateManager.java:419)
        at com.mojang.blaze3d.platform.TextureUtil.generateTextureId(TextureUtil.java:27)
        at net.minecraft.client.renderer.texture.Texture.getGlTextureId(Texture.java:45)
        at net.minecraft.client.renderer.texture.DynamicTexture.<init>(DynamicTexture.java:16)
        at fr.ptlc.randomdimensions.CustomTexture.add(CustomTexture.java:28)

And I don't know why...

 

I've made many searches and find nothing working

I hope you can help me. 🍀

Edited November 11 by PTLC
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diesieben07    6671

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Posted November 11

That's not the complete stack trace.

You are most likely not doing this during the correct event. Where are you calling this method?

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Posted November 11

All the stacktrace 🤔) :

Spoiler

FATAL ERROR in native method: Thread[Server-Worker-8,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.
        at org.lwjgl.opengl.GL11C.nglGenTextures(Native Method)
        at org.lwjgl.opengl.GL11C.glGenTextures(GL11C.java:664)
        at org.lwjgl.opengl.GL11.glGenTextures(GL11.java:2492)
        at com.mojang.blaze3d.platform.GlStateManager.genTexture(GlStateManager.java:419)
        at com.mojang.blaze3d.platform.TextureUtil.generateTextureId(TextureUtil.java:27)
        at net.minecraft.client.renderer.texture.Texture.getGlTextureId(Texture.java:45)
        at net.minecraft.client.renderer.texture.DynamicTexture.<init>(DynamicTexture.java:16)
        at fr.ptlc.randomdimensions.CustomTexture.add(CustomTexture.java:28)
        at fr.ptlc.randomdimensions.Main$RegistryEvents.stitcherEventPre(Main.java:124)
        at net.minecraftforge.eventbus.ASMEventHandler_3_RegistryEvents_stitcherEventPre_Pre.invoke(.dynamic)
        at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:80)
        at net.minecraftforge.eventbus.EventBus.post(EventBus.java:258)
        at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:163)
        at net.minecraftforge.fml.ModLoader.lambda$postEvent$30(ModLoader.java:240)
        at net.minecraftforge.fml.ModLoader$$Lambda$2280/2054805916.accept(Unknown Source)
        at java.util.HashMap.forEach(HashMap.java:1289)
        at net.minecraftforge.fml.ModList.forEachModContainer(ModList.java:209)
        at net.minecraftforge.fml.ModLoader.postEvent(ModLoader.java:240)
        at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPre(ForgeHooksClient.java:171)
        at net.minecraft.client.renderer.texture.AtlasTexture.stitch(AtlasTexture.java:96)
        at net.minecraft.client.renderer.texture.SpriteUploader.prepare(SpriteUploader.java:34)
        at net.minecraft.client.renderer.texture.SpriteUploader.prepare(SpriteUploader.java:10)
        at net.minecraft.client.resources.ReloadListener.lambda$reload$0(ReloadListener.java:12)
        at net.minecraft.client.resources.ReloadListener$$Lambda$2416/905830050.get(Unknown Source)
        at java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1590)
        at java.util.concurrent.CompletableFuture$AsyncSupply.exec(CompletableFuture.java:1582)
        at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:289)
        at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(ForkJoinPool.java:1056)
        at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1692)
        at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:157)
FATAL ERROR in native method: Thread[Server-Worker-3,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.
        at org.lwjgl.opengl.GL11C.nglGenTextures(Native Method)
        at org.lwjgl.opengl.GL11C.glGenTextures(GL11C.java:664)
        at org.lwjgl.opengl.GL11.glGenTextures(GL11.java:2492)
        at com.mojang.blaze3d.platform.GlStateManager.genTexture(GlStateManager.java:419)
        at com.mojang.blaze3d.platform.TextureUtil.generateTextureId(TextureUtil.java:27)
        at net.minecraft.client.renderer.texture.Texture.getGlTextureId(Texture.java:45)
        at net.minecraft.client.renderer.texture.DynamicTexture.<init>(DynamicTexture.java:16)
        at fr.ptlc.randomdimensions.CustomTexture.add(CustomTexture.java:28)
        at fr.ptlc.randomdimensions.Main$RegistryEvents.stitcherEventPre(Main.java:124)
        at net.minecraftforge.eventbus.ASMEventHandler_3_RegistryEvents_stitcherEventPre_Pre.invoke(.dynamic)
        at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:80)
        at net.minecraftforge.eventbus.EventBus.post(EventBus.java:258)
        at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:163)
        at net.minecraftforge.fml.ModLoader.lambda$postEvent$30(ModLoader.java:240)

I've try to call this method from the events FMLClientSetupEvent and then from TextureStitchEvent.Pre.

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Posted November 11

Both of those events are not called on the main thread and are not the correct place to do this.

TextureStitchEvent.Post is probably the most appropriate.

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Posted November 11

It doesn't crash 😮

But it doesn't have effect in game...

I think the texture can be load from BufferedImage now, but I don't think how to display it as block texture

With a model (in a file) probably, I try but it doesn't work

But it's not the final goal because I want blocks with name and id defined in code

Do you have a solution ? :)

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Posted November 11
8 minutes ago, PTLC said:

But it's not the final goal because I want blocks with name and id defined in code

Do not create blocks dynamically. You should always register the exact same blocks, items, etc. not depending on any kind of configuraton or other dynamic things.

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Posted November 11

It isn't possible ? ? ?

I wanted to create config (or with a seed) at the first mod start, and create the same blocks following the config :/

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Posted November 11
32 minutes ago, PTLC said:

It isn't possible ? ? ?

I wanted to create config (or with a seed) at the first mod start, and create the same blocks following the config :/

Make one block then which masks as multiple. It is highly problematic to dynamically register blocks. 1.14.4 forbids it completely.

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Posted November 11

And if the mod create a block with a specific same id but with different texture (following config),

can it be possible ?

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Posted November 11

Please clarify what you mean.

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Posted November 11

For exemple, I want to create a block with the id colored_stone

 - if in my config file there is red, the block will be red

 - if there is #FF8080, the block will be colored with this color

 Furthermore I want the possibility to add a pattern amont several patterns (like ore, plant, flower...)

 

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Posted November 11
22 minutes ago, PTLC said:

For exemple, I want to create a block with the id colored_stone

 - if in my config file there is red, the block will be red

 - if there is #FF8080, the block will be colored with this color

 Furthermore I want the possibility to add a pattern amont several patterns (like ore, plant, flower...)

You'll need a tile entity to store how the block should look.

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Posted November 11

A tileentity ? Even if all the colored_block are the same ?

I want : If you stop Minecraft, edit the config and restart a world, all the existing colored_block will change texture.

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Posted November 11
50 minutes ago, PTLC said:

A tileentity ? Even if all the colored_block are the same ?

I want : If you stop Minecraft, edit the config and restart a world, all the existing colored_block will change texture.

Well, then I don't see why you wanted multiple blocks in the first place...

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Posted November 11

No I don't want multiple colored_block,

Just a colored_block which will never change from the start to the stop of Minecraft. And it's texture is drew at the start

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Posted November 11
6 hours ago, PTLC said:

But it's not the final goal because I want blocks with name and id defined in code

Then what do you mean by this?

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Posted November 11

It was because I wanted to create like red_block, blue_block and green_block but only one of them per Minecraft launch.

But I can create a colored_block and link it to a texture during the Minecraft start.

It will be same in game.

I juste don't how to link my texture (BufferedImage) to my colored_block at Minecraft start.

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