Comments (8)
That's because of how OpenGL wants textures, I think. What happens when Minecraft gets a texture is it fills in the pixels to be 64x32. Mine is appearantly not doing this. It's not a huge issue, but if you want to try it should be in something like HDImageBuffer or something like that.
On Oct 15, 2014, at 12:12 PM, NomNuggetNom [email protected] wrote:
Currently, HD capes are supported as long as the resolution is 64x32 or some greater multiple of that. Why is this? It seems to me it would be more logical for the image to be a resolution of 22x17, e.g. 44x34, 88x51, etc. I tried fiddling with the code but couldn't get it to work.
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Ah, that's true. Minecraft only renders dimensions with multiples of 4, right? I tried fooling around with it to no avail.
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No, GL just wants textures with a resolution divisible by 8 or something..
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Oh, I just realized what you were trying to do... 22x17 works for you, right? I agree it doesn't make a ton of sense, but it's hard to find the resolution of a cape when it can be anything instead of locked to 64x32. So we stick with letting the user make sure he has the correct resolution.
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It seems odd to require a resolution that is not divisible by the regular
cape resolution. What would a 64x32 cape look like (not in game, but in
Photoshop or something).
On Oct 16, 2014 10:28 AM, "jadar" [email protected] wrote:
Oh, I just realized what you were trying to do... 22x17 works for you,
right? I agree it doesn't make a ton of sense, but it's hard to find the
resolution of a cape when it can be anything instead of locked to 64x32. So
we stick with letting the user make sure he has the correct resolution.—
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#31 (comment).
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it would be 64x32 and have a 22x17 texture in top left. Then just scale it up for different resolutions..
I suppose I could think up some algorithm. But it might be more work than it's worth.. I don't have a ton of time these days.
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Hmm, that's odd, sounds pointless to me. If you're scaling up the image,
it's still just 22x17 and has no more detail. And I understand. I'll try
and work something out too.
On Oct 16, 2014 11:42 AM, "jadar" [email protected] wrote:
it would be 64x32 and have a 22x17 texture in top left. Then just scale it
up for different resolutions..I suppose I could think up some algorithm. But it might be more work than
it's worth.. I don't have a ton of time these days.—
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#31 (comment).
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I meant just scale it up to get the template of where to put the texture..
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Related Issues (20)
- Capes causing Multiplayer to crash. HOT 5
- Odd variable name issue HOT 4
- DevCapes not working on Forge Build 9.10.1.858 HOT 1
- Multiplayer crashes when I use V2.1 of DevCapes HOT 5
- New JSON cape config. HOT 8
- Capes not showing up. HOT 12
- DevCapes Does not work with the latest forge version HOT 10
- DevCapes standalone 1.7
- Errors on Minecraft Forge build 1186 for 1.7.10 HOT 3
- Resource Leak HOT 7
- Capes not working at all HOT 8
- Error on mod load HOT 74
- Clean up javadoc HOT 57
- 1.8? HOT 1
- Blank cape HOT 3
- CapeConfig Could Not Be Parsed
- cape not showing up (java.lang.NoSuchFieldException: playerInfo) HOT 18
- Error parsing cape
- 1.6.2? HOT 1
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