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How to cover the broken potion effect texture in HUD


immortalmice

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There's no texture under resource folder, because I want to use item's texture instead.

I override the IForgeEffect#renderHUDEffect but it'll show a broken texture in the background.

2020-05-19_22_55_01.png.016438b5c66d5b967f4264066e7ad167.png

 

I tried to cover it, but failed.

@OnlyIn(Dist.CLIENT)
@Override
public void renderHUDEffect(EffectInstance effect, AbstractGui gui, int x, int y, float z, float alpha){
	/* Cover original icon */
	Minecraft minecraft = Minecraft.getInstance();
	minecraft.getTextureManager().bindTexture(ContainerScreen.INVENTORY_BACKGROUND);
	gui.blit(x, y, 141, 166, 24, 24);

	/* Show custom icon */
	ItemRenderer itemRenderer = minecraft.getItemRenderer();
	itemRenderer.zLevel = z;
	itemRenderer.renderItemAndEffectIntoGUI(new ItemStack((Ingredients.getIngredientByName(this.getIngredientName())).asItem())
		, x + 4, y + 4);
}

 

But I also override the IForgeEffect#renderInventoryEffect and do it with very similar way, and it worked.

2020-05-19_22_55_05.png.9aa16366d006fc3337c9521040142e9e.png

@OnlyIn(Dist.CLIENT)
@Override
public void renderInventoryEffect(EffectInstance effect, DisplayEffectsScreen<?> gui, int x, int y, float z){
	/* Cover original icon */
	Minecraft minecraft = gui.getMinecraft();
	minecraft.getTextureManager().bindTexture(ContainerScreen.INVENTORY_BACKGROUND);
	gui.blit(x + 6, y, 6, 166, 18, 32);

	/* Show custom icon */
	ItemRenderer itemRenderer = minecraft.getItemRenderer();
	itemRenderer.zLevel = z;
	itemRenderer.renderItemAndEffectIntoGUI(new ItemStack((Ingredients.getIngredientByName(this.getIngredientName())).asItem())
		, x + 6, y + 7);
}

 

I tried a lot, like using static blit method instead of non-static blit and pass in z, gui.getBlitOffset(), z + 10, gui.getBlitOffset() + 100 etc....

I think maybe I don't really know what does blitOffset and zlevel mean, but I can't find a way to blit a layer over that broken texture.

 

I also read code in IngameGui#renderPotionEffects, and I found that it construct a List<Runnable> and run them after EffectInstance#renderHUDEffect.

Why blit can't cover the broken texture, but ItemRenderer can?

 

Can anyone help me? thx.

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